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Very Hot Topic (More than 25 Replies) Gadgets (Read 15973 times)
Duroon
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Re: Gadgets
Reply #35 - Mar 21st, 2010 at 5:01pm
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I have a similar player Majestic, drives me up a friggin wall most of the time. Thankfully he is not in my V&V game but he is in both my GURPS and Pathfinder groups. His ability to carry one of everything was a big reason I didn't invite him to be a part of the V&V group.
  
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Majestic
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Re: Gadgets
Reply #36 - Mar 23rd, 2010 at 2:39pm
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Duroon wrote on Mar 21st, 2010 at 5:01pm:
I have a similar player Majestic, drives me up a friggin wall most of the time. Thankfully he is not in my V&V game but he is in both my GURPS and Pathfinder groups. His ability to carry one of everything was a big reason I didn't invite him to be a part of the V&V group. 


LOL; this guy is not a 'problem player' at all.  He's not a munchkin, really; just loves to be well outfitted.   Smiley

He is driving the current GM crazy (we're all stuck in an apocalpytic future); numerous times he's threatened to have this leprechaun-like character show up and steal all his stuff!    Grin
  
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Imaginos
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Re: Gadgets
Reply #37 - Mar 23rd, 2010 at 3:14pm
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Duroon wrote on Mar 19th, 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.
« Last Edit: Mar 23rd, 2010 at 3:23pm by Imaginos »  
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Duroon
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Re: Gadgets
Reply #38 - Mar 23rd, 2010 at 3:21pm
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Imaginos wrote on Mar 23rd, 2010 at 3:14pm:
Inventing points are used to simulate one-off gadgets. 


That's one way they can be used, but that's not the only way to use them. You might want to look over section 6.3 on page 39 of the rules again. They can be used to create new equipment, one shot inventions, or even as a brilliant idea (kinda like a plot point in some other RPG's). For magic user characters they are used to craft new spells as well.
« Last Edit: Mar 23rd, 2010 at 3:21pm by Duroon »  
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Imaginos
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Re: Gadgets
Reply #39 - Mar 23rd, 2010 at 3:26pm
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Duroon wrote on Mar 23rd, 2010 at 3:21pm:
Imaginos wrote on Mar 23rd, 2010 at 3:14pm:
Inventing points are used to simulate one-off gadgets. 


That's one way they can be used, but that's not the only way to use them. You might want to look over section 6.3 on page 39 of the rules again. They can be used to create new equipment, one shot inventions, or even as a brilliant idea (kinda like a plot point in some other RPG's). For magic user characters they are used to craft new spells as well. 


You are correct, and as I was typing up my Talisman character, I realized that we had pulled the rules mostly from the section on inventing points.
  
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Duroon
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Re: Gadgets
Reply #40 - Mar 23rd, 2010 at 3:35pm
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Talisman looks like a cool character I have to admit. I am not saying your ideas for the gadgeteer power have no place in the game mind you. One of the things I love about V&V is how easy it is to add new stuff to.
  
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Re: Gadgets
Reply #41 - Mar 23rd, 2010 at 4:19pm
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One of the difficulties I've experienced with my many years of running V&V is that so many characters want to end up making inventions.  They work great for gadgeteer characters, magic users, and the like (Talisman above is a great example!), but we end up having probably half of our characters play around with inventing, from time to time.

In comics, it seems like inventing characters are few and far between, but V&V's lack of any system for augmenting/improving powers is something I think that leads some players to want to explore something new.  Since there's no other way to gain new powers or abilities, some end up trying out inventions.
  
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Re: Gadgets
Reply #42 - Mar 23rd, 2010 at 4:43pm
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Could someone with the 1st Edition rulebook please share the write up for Gimmicks?
« Last Edit: Mar 23rd, 2010 at 4:45pm by Doctor Foom »  
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Duroon
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Re: Gadgets
Reply #43 - Mar 23rd, 2010 at 5:35pm
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I will look it up when I get home from work tonight. Unless someone gets to it before I can.
  
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Majestic
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Re: Gadgets
Reply #44 - Mar 23rd, 2010 at 6:00pm
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Duroon wrote on Mar 23rd, 2010 at 5:35pm:
I will look it up when I get home from work tonight. Unless someone gets to it before I can.


I'm in the same boat; don't have it here at work with me, but could look it up tonight when I get home.
  
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Re: Gadgets
Reply #45 - Mar 23rd, 2010 at 6:36pm
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Talisman was a great take on the gimmick power! Nice job!
  
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Re: Gadgets
Reply #46 - Mar 23rd, 2010 at 6:40pm
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Doctor Foom wrote on Mar 23rd, 2010 at 4:43pm:
Could someone with the 1st Edition rulebook please share the write up for Gimmicks? 



DS already posted it. Just scroll down a few posts into the thread. It appears right before one of your comments: http://www.villainsandvigilantesforum.com/cgi-bin/yabb2/YaBB.pl?num=1243110490

  Cool
« Last Edit: Mar 23rd, 2010 at 7:27pm by Troy »  
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Doctor Foom
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Re: Gadgets
Reply #47 - Mar 23rd, 2010 at 7:10pm
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Duroon wrote on Mar 23rd, 2010 at 5:35pm:
I will look it up when I get home from work tonight. 


Oh yeah. That $8 copy. Don't remind me.   Wink
  
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Re: Gadgets
Reply #48 - Mar 23rd, 2010 at 7:17pm
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Troy wrote on Mar 23rd, 2010 at 6:40pm:
DS already posted it. Just scroll down a few posts into the thread.



Thanks Troy (and DS!) but I can't find it. What's the Reply # on the post?

Thanks.
  
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Re: Gadgets
Reply #49 - Mar 23rd, 2010 at 7:18pm
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Imaginos wrote on Mar 23rd, 2010 at 3:26pm:
You are correct, and as I was typing up my Talisman character, I realized that we had pulled the rules mostly from the section on inventing points. 


I "heart" inventing points. They really capture the ways that Reed Richards and Brainiac 5, and even Dr. Strange seem to work. It's one of the most brillaint parts of V&V!!!
  
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Re: Gadgets
Reply #50 - Mar 23rd, 2010 at 7:30pm
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Doctor Foom wrote on Mar 23rd, 2010 at 7:17pm:
Troy wrote on Today at 6:40pm:

DS already posted it. Just scroll down a few posts into the thread.


Thanks Troy (and DS!) but I can't find it. What's the Reply # on the post?

Thanks. 



It's Reply #1.
http://www.villainsandvigilantesforum.com/cgi-bin/yabb2/YaBB.pl?num=1243110490

No offense, but have you considered changing your handle to Dr. Alzheimer's. Roll Eyes
  
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Duroon
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Re: Gadgets
Reply #51 - Mar 23rd, 2010 at 7:48pm
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I see no reason you couldn't lift that straight out of 1st edition and use it in a game of second edition.
  
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Re: Gadgets
Reply #52 - Mar 23rd, 2010 at 7:51pm
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Duroon wrote on Mar 23rd, 2010 at 7:48pm:
I see no reason you couldn't lift that straight out of 1st edition and use it in a game of second edition. 


Exactly!

  
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dsumner
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Re: Gadgets
Reply #53 - Mar 23rd, 2010 at 9:31pm
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Duroon wrote on Mar 23rd, 2010 at 7:48pm:
I see no reason you couldn't lift that straight out of 1st edition and use it in a game of second edition.


Actually, Blackjack, from Super Crooks & Criminals, uses the Gimmick Power.
  

"There is no such things as a dangerous weapon, only dangerous men."

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Re: Gadgets
Reply #54 - Mar 24th, 2010 at 10:22am
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Troy wrote on Mar 23rd, 2010 at 7:30pm:
No offense, but have you considered changing your handle to Dr. Alzheimer's.


Sorry, your link wasn't working for me yesterday so I thought you were saying DS had already posted it to THIS thread.
But Dr. Alzheimers does have a nice ring to it.  Smiley

The original write up is pretty solid. Thanks for linking.
« Last Edit: Mar 24th, 2010 at 10:23am by Doctor Foom »  
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Duroon
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Re: Gadgets
Reply #55 - Mar 24th, 2010 at 12:32pm
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dsumner wrote on Mar 23rd, 2010 at 9:31pm:
Actually, Blackjack, from Super Crooks & Criminals, uses the Gimmick Power. 


Which means someone wrote him up using the first edition rules or they just chose to use that power from first edition for the character. I think it is an interesting power, would be cool and I am definitely going to be looking through my 1st edition core book for more great ideas.
  
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Re: Gadgets
Reply #56 - Mar 24th, 2010 at 12:44pm
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Duroon wrote on Mar 24th, 2010 at 12:32pm:
Which means someone wrote him up using the first edition rules or they just chose to use that power from first edition for the character. I think it is an interesting power, would be cool and I am definitely going to be looking through my 1st edition core book for more great ideas.


When I originally proposed the Gadgets power, back on the old V&V boards, I'd just gotten a hold of a copy of Super Crooks and Criminals, on Ebay, and I hadn't seen the 1st edition rules yet. I thought his write-up was pretty cool, and whipped up my version, in about five minutes. It's pretty close to the 1st edition version though.
  

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Re: Gadgets
Reply #57 - Feb 24th, 2011 at 8:51pm
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I'm bumping this back up, as I've been giving it a bit of thought lately, and I'd enjoy hearing some additional feedback.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: Gadgets
Reply #58 - Jul 26th, 2014 at 6:43pm
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Bumping this up, as I made a slight modification to the write-up.
  

"There is no such things as a dangerous weapon, only dangerous men."

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Re: Gadgets
Reply #59 - Jul 27th, 2014 at 4:43am
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I don't see Batman, Green Arrow or Hawkeye as gizmo characters.  Look at the utility belt on the build for Robin, or Crossfire from MW, Vol 1. Special weapons cover all these characters.

When I think Gizmos, I think an array of weak devices. For example, Sportsmaster would have exploding golf balls, an array of golf clubs for hitting golf balls and anyone who got in his way, a golf hat that could be thrown at a target and exploded in gas, golf tees that could deter pursuit like caltrops, and a tricked out golf cart for driving off with the loot. And the next time you met him... he'd have a whole new batch of gizmos up his sleeve... these all related to baseball, bowling, or (gulp) hockey.

RAMBLE
  
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dsumner
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Re: Gadgets
Reply #60 - Jul 27th, 2014 at 6:15am
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Ramble, what you're describing sounds like the "Gimmicks" power from 1st Edition or the new "Arsenal" power in the the upcoming V&V 3.0.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: Gadgets
Reply #61 - Jul 30th, 2014 at 3:34am
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Considering I have neither edition, it's nice to see I'm not going off the deep end in terms of ideas and concepts.

(Plus I spent an inventing point on it!)

RAMBLE
  
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dsumner
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Re: Gadgets
Reply #62 - Dec 4th, 2016 at 11:51am
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Bumping this up as well.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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