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Old 07-01-2021, 09:41 AM   #3
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Question About "Weapons as Gizmos" from Supers

Quote:
Originally Posted by FlowersOfEdo View Post
Hi, everyone!

I love the "Weapons as Gizmos" information from Supers. The example given in the text (a super archer's suite of trick arrows) makes sense and really fits the feel of the genre.

However, one question I have is what would be a fair method for determining maximum effect from non strength-based Gizmo weapons? In the trick-arrow example, the appropriate damage/effect of the arrows seems tied to the strength/damage output of the archer (including factors that boost the archer's damage, like Weapon Master or better equipment). But what if the Gizmo's damage/effect isn't tied to the character's strength/damage?

For example, how would you go about setting similarly fair effectiveness guidelines for the Obscure effect of smoke pellets or the Affliction of gas capsules or the burning damage of a mini laser torch, all stuff that a Batman-style hero might carry in his utility belt and use as needed?

I know it's possible to design all this stuff with Modular Abilities or buy analogs from Ultra Tech or design as Advantages with Gadget Limitations (which I've done), I was just wonder how to approach this using Gizmos specifically.

Thanks for any responses!
In the past I've just used the total CP cost of a bit of gear as the base and then designed whatever using that total value.
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