06-03-2019, 11:44 PM | #1 |
Join Date: Dec 2017
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4e swiss army hand
Hi there,
I'm just about to start GMing a new cyberpunk style game, and one of my players' character concept includes a cybernetic hand with a suite of gadgets and tools in it. Sort of a swiss army knife in her hand, including a lighter/blowtorch, screwdriver and possibly a scalpel (maybe more). My problem is that i have no idea how to go about building this using basic set and ultra tech. any suggestions would be appreciated. TL is 9-10, and if it helps at all the character concept involves a handyman / janitor type that has been forcibly inhabited by a rogue AI on the run from a megacorp. thanks! |
06-03-2019, 11:54 PM | #2 |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: 4e swiss army hand
The easiest way would be to have a one-point modular ability pool that allows the player to buy any hand-sized tool as an accessory perk.
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06-04-2019, 12:08 AM | #3 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: 4e swiss army hand
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06-04-2019, 12:26 AM | #4 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: 4e swiss army hand
Looks like 2 folks beat me to the same answer, except Donny left out Physical +50%, net cost 7 (but you can counter that slightly with Temporary Disads like Electrical or Maintenance).
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06-04-2019, 03:20 AM | #5 |
Join Date: Dec 2017
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Re: 4e swiss army hand
ok,
looks like the consensus is the modular abilities. thanks for the assist! would i just add that points cost straight on top of the cost of a cyberhand from ultra tech? |
06-04-2019, 04:42 AM | #6 |
Join Date: Nov 2015
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Re: 4e swiss army hand
Since everyone seems to like modular abilities.
I'd probably build the blowtorch as an innate attack (with a very short range) and all the other tools as alternate abilities. But that's because I like alternate abilities |
06-04-2019, 04:56 AM | #7 |
Join Date: Sep 2007
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Re: 4e swiss army hand
Just for the sake of completeness, there's also the Gizmo Advantage. "Always has the tool for the job" is pretty much what it was meant to handle. More expensive than the MA, though, even with the limited uses.
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06-04-2019, 05:35 AM | #8 | |
Join Date: Oct 2010
Location: FL
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Re: 4e swiss army hand
Quote:
Total is either cost of the blowtorch +1 or [5], depending on how powerful the blowtorch is (I didn't look at UT for blowtorch stats, so that might alter some of the modifiers on the innate attack). One could potentially buy One Hand [-15]; and then Not One Handed (Electrical -20%; alternate of modular ability and Burning Attack) [12] in lieu of the temporary disadvantage (raising costs to [2.75/lvl] and [5]), in which case cost is likely a total [-1] or [0].
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06-04-2019, 09:40 AM | #9 | |
Join Date: Aug 2004
Location: U.K.
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Re: 4e swiss army hand
Quote:
(I'm assuming five because one per finger seems right. Tastes may vary.) Indeed, but the cost for this can be reduced by taking the Small, Very Small, or Tiny and Specific Container limitations from GURPS Steampunk 3, which are entirely appropriate here. You'll need to take it several times, to allow for multiple tools, of course. Hence, Gizmo will probably end up costing a little bit more than Modular Abilities; however, strictly speaking, by the rules as written, an Accessory perk probably shouldn't be used to produce a weapon, whereas a Gizmo can allow you to have a gun or a knife or something. ("Oh look, my index finger is a derringer today.")
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06-04-2019, 12:38 PM | #10 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: 4e swiss army hand
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