20090820

UTILITY BELTS

Batman and Robin wear Utility Belts equipped with a Bat-cable, flashlight, many common tools, and the following customized items.

A) Batarang: +3 to hit, damage = HTH + 1d3 or special attack, range = Agility (to return like a boomerang) or Agility x 2 (without returning).

B) Bat Net: +3 to hit, throwing range = Agility, opponents get one attempt to save vs. Strength or Agility (d100) to break free.

C) Gas Mask/Rebreather: requires one action to apply, protects against poisonous gas, provides water breathing for Endurance minutes.

D) Parachute: requires one action to activate, reduces falling speed to 2" per phase.

Optional Items: When heading out on a case, the Caped Crusaders can each select in advance one additional Bat-gadget to take with them. Sometimes they choose different items. The devices below appeared at least twice on the Super Friends. Other variations are possible.

A) Bat-Laser/Torch: 6" range, 1d10 points of disintegration damage (see rules. p. 11), 2 charges.

B) Bat-Vacuum: tube range = 2", attack type = vibratory power, effects a 1" x 1" area, pulls small objects/opponents (3" scale) or gases/liquids into a vacuum bag, 1 charge.

C) Deflectors/Mirrors: requires one saved action and movement to deflect an energy attack, with an Agility save (d20) to redirect the energy back at an opponent (using applicable attack type), 2 uses.

D) Defrosting/Heat Ray: 6" range, attacks as flame power, melts 2d12 points of ice (does no other damage), 2 charges.

E) Fast-Drying Glue/Resin: 6" range, attacks as chemical power, immobilizes furry opponent (such as Gorilla Grodd or wolfman), treat as paralysis (see rules, p. 15), 1 charge.

F) Inflatable Decoy: Requires one action to release a life-size balloon of the hero wearing the belt. Opponents must Det. Hidden to discern that the plastic decoy is not the real Caped Crusader.

G) Smoke Pellets: throwing range = Agility, obscures vision over a 2" x 2" area, those effected must stay in place for the rest of the turn or suffer penalties similar to darkness control (see rules, p. 11), 2 charges. (This was their default choice during the Filmation cartoons of the 1960s.)

One-Shot Inventions: Batman can make a one-shot inventing attempt while spending an action describing and trying to use a previously undisclosed device on his Utility Belt.

If the inventing attempt succeeds (60%), Batman also makes a to-hit role on the combat chart (when applicable). His never-before-seen inventions usually have only one charge.

If the inventing attempt fails, the device is ineffective. Either way, Batman spends an Inventing Point in the effort.

0 comments:

Post a Comment

Note: Only a member of this blog may post a comment.