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If there is something about children that infects Players, it is a strong desire to play with toys.  Part of why some Iconic characters do well is because of their endless series of toys.  This power lets players go as wild as the GM is willing to let them.

Special Device: This power provides characters access to as wide or narrow a variety of abilities available to the user of the device.  Because of the infinite capacity of this concept the Gm and player should work together to come up with a reasonable functioning device well integrated into the characters powers, theme or skills in order to generate a pleasing concept.  For more inspiration look at the weapons listings included as well as many weapon specialists that have appeared in the comics over the years and those known as inventive masters.

This covers all of the huge variety of possible additives to a character from external abilities. However in RPG’s especially those with more of a focus on the combat challenges in the game there can be issues with having a too effective item of power making the character no more than the weapon with a human attached.  Because of this issue being a more frequent problem with Special Items than most other powers there are some suggestions for controls on the use of the power governing its frequency and/or application (though these may be applied generally to any power) the character should be more than the sum of his character sheet stats or combat effectiveness with a power.  One of the easiest solutions is to make one of the core rules A special weapon (really, any power) shouldn’t be more powerful than the weakest fellow party member.

A: Offensively is where most recipients of this power focus their attention.  One of the challenges here though is to provide a balanced and interesting new iconic device with some offensive capacity rather than just a weapon.  In addition the other potential for the device should never be overlooked because there are a wide variety of possible impacts in a campaign outside of combat.  Typically a HTH weapon ‘off the rack’ adds accuracy and damage to HTH but the possibilities are endless.  Other options could include more attacks (at the regular power cost for additional attacks of course) the ability to inflict penalties upon others, etc… Care should be taken this doesn’t overlap other powers.  For example if there is another character with the ability to transform others then a wand of transformation may not be a good choice.

B: Defensively special items may not only come in any form but may also provide a large number of options. This power set should be differentiated from other power sets (like Armor powers) in a look/feel/operation for the character or they should be lower than the lowest possessed by a fellow PC.

C: Though many special devices are weapons a variety of items can create or add to movement abilities a Rocket powered skate board, a cosmic powered recliner, a flight ring, or some other conic idea but significant strides should be made to keep this ability from duplicating Vehicles or other similar powers.

D: Since the ability to perceive is a very powerful addition there is a definite consideration on the part of the player to keep in mind that the ability to have sight beyond sight is a wise thought.  Options could include a communication Id card or watch (allowing the user to be identified to the proper authorities as well as communicate with their command structure and other allies with similar devices) that may add other abilities to the users arsenal of options from crystal balls to radio watches because Special communication devices that cannot be detected by enemies can do more damage than most weaponry.

Iron trooper-1

Examples of Special Device Powers (26)

  1. Adjustable Death Blaster: This weapon comes in whatever referred size as a death blaster showing a variety of settings ranging from Slicer (deals 1d8 to the target in front and 1d8 to whatever target is behind it for one charge) Dicer ( Deals 2d8 to the target but check twice for critical effects), Blend (1 charge, each hit does 1d12 and has the same effects as a Disintegration ray ), Chop (anyone hit takes 1d10 for 2 charges and targeted character must make a d20 End save to avoid one limb costing +2 PR to use in a phase upon being hit)  to Frappe` (deals 3d6 to the target as if it was 3 separate attacks for 4 charges).  The weapon has a range of Ax2”, starts with a battery of 2d20 charges and may be upgraded by the standard inventing process as usual
  2. Armageddon League Outerwear:  a well designed set of interesting additions to a standard fashionable jacket it starts with a Collar Computer: this system provides computing resources, Detects Source Of Radio Transmissions With notable range and accuracy, it also handles Communications with a 5000 mile range through holographic displays that project from the collar as well as acting like a pager, analyzes Crime Scenes by providing +2/+10% to rolls during investigations of crime scenes, and allows access to many League resources as well as being locked to an individuals biometrics. Made out of High quality products (+2 to Invulnerability, even if Invulnerability= 0) with a graceful, simple appearance and casual wear these clothing items hold more then expected granting +10# to C Cap for carrying items that can fit in the pockets.
  3. Bad Toys: the character has taken what is ordinarily considered harmless or innocuous items and turned them into viable threats to some super-humans.  Ranging from slightly-larger-than-man-sized-suits (typically depicting groups such as clowns, circus animals, soldiers, etc. these give +3/+1d6 in combat as well as, +10″ movement, 20 points of Armor and take 40 points of damage to trash, but unbalanced suffering +2d6” to knockback), Chemical weapons (depicting water balloons, acid squirt guns, or other jokes and tricks, 2 charges attacking on the Chemical table doing 2d8 damage) to various real weaponry that looks like toys (use various items from the weapons chart but use toy descriptive flavorings).
  4. Battle Ball: Possession of this Supermaterials manufactured monstrosity grants defenses of +10 invulnerability and +(-6) to evasion but he or she must relinquish possession of the battle ball (and its defenses) to another target in order to engage in any offensive capacity, otherwise attacks harmlessly bounce off of intended targets but move the target 1” each blow from the forces involved.
  5. Bloomerang: appearing at first to be a button sized daisy with four bent petals.  Pressing the center button causes it to grow in a single turn and when fully grown it is apparent that the bent petals are really boomerang shaped while the heart of the suspicious flower is still button sized.  Once fully grown the wielder may command up to 4 boomerangs to simultaneously attack a target with the PR requirement for the multiple attack is paid for by the charge.
  6. Clathrate Gun: This weapon can only be recharged by digging up and shaping Methane clathrate deposits into bullet shaped objects going through the entire bulletsmithing process at subzero temperatures then maintaining the entire charge that way until the weapon is fired.  Firing Methane clathrate shells can be a risky business but it does offer interesting combat results.  The weapon though gunpowder based does use the Ice powers chart at +2 for rifles and +1 for heavy caliber pistols.  The heat from the impact upon a target sets off a chain reaction forcing the methane to explode dealing 2d6 to the struck object and 1d8 to any other interesting targets within 2″ if hit using the Ice Chart.  The weapon cannot be auto fired because of barrel heat easily causing ammunition (the methane) to cook off.  Fully 20% of incidents cause the methane to cook off.  This can deal 1d6 damage within 1″ attacking on the Ice chart. This is at +1d6, +1/4″ and +to hit as each size crosses the threshold for other explosive weapons.  All this is per charge above the first left in the weapon when the incident occurs.  The precise number of charges the weapon can hold is left to the discretion of the weapon designer….
  7. Detention coils: These complex appearing restraints teleport targets to a semi secure restraint area which may be a part of the characters base.  The weapon must be within 10 miles per character level (as they grow in level they can refine the energies) of the targeted destination area or the device does not function as intended, the character starts with only three sets of cuffs but beyond that the ideas for future applications are nearly endless.
  8. Fake Weaponry: these are essentially weapons that have no real combat capacity, they are merely used to scare off or distract others much like insects that have bright colors or false eyes making them appear to be larger or a dangerous predator themselves.  For driving off opponents it is a C d20 contested roll. Failure for the defender means the target believes the false weaponry is real and will try to escape/surrender from the ‘superior’ firepower.  If the Fake weaponry is used as a distraction use if the wielder of the fake weapon is the winner of a C d20 contested roll then the opponent has their next action moved to 1 initiative.  Fake pouches are considered free items in many modern campaigns.
  9. Gum Putty: this handy dandy little item is a universal repair tool, weapon and annoyance.  It can be used up to 4 times in a day to fix any mechanical item before more must be made in the lab. This trick is reversible as a way to break the item as well by gumming up basic machinery (triggers, buttons, levers etc.).  This chemical compound grants limited flight while the character suspends themselves under a huge bubble moving 1d6” (+/- relevant windspeed) in the desired direction, can be used for distraction annoyance properties allowing the character to create an Ad20 trap that delays an opponent for 1d8 segments, has adhesion properties (with a 500 lbs. holding capacity), a special property of the putty is that it never loses its flavor of subtle cherry bubblegum and if smacking and popping while being chewed within 5″ of an enemy it forces Id20 rolls before characters can implement counter strategies against the heroes.
  10. Holy weaponry: Due to a variety of factors the character either through inheritance, contacts or faith alone he or she can access/build weapons that are more effective than usual or even the only weapons capable of affecting certain kinds of targets.  In most cases these are targets designated as totally Evil, frequently supernatural, etc.  Caution should be taken that unless there is a desire to focus the campaign around the pursuit of this kind of opponent then the weapons should have other benefits or be only slightly less effective against other kinds of targets. Mechanically speaking adding anything from +1/+2 vs. certain targets to “completely ignores X Defense” added on ‘common’ weapons should be sufficient though the benefit should inversely scale to the frequency of the opponents. Things like The Holy Hand Grenade of Auntie Loch which completely destroys a single Un-Holy opponent but can only be used once per adventure could be reasonable while a Rifle of Communist Destruction that faces off against the communist threat is perfectly reasonable at +1 accuracy/+2 damage since there are a lot of commie targets in the 1952 USA campaign where and when it operates… but an Double Under Barrel Anti-Commie Launcher Extreme (DUBACLE) that with every shot fired completely destroys anything hit (communist or not) by one of the dozens of rounds carried and with reloads easily available at the local Convenience store would probably not be a balanced item for most campaigns.
  11. Hyper Phase Distorter weaponry (available in Blasters and Blaster Rifles): this weapon fires small random dimensional projectors creating microscopic unstable fields that have the greatest impact against individuals using dimensional science based powers (such as many kinds of movement and defense based powers) dealing 3d10 damage to those targets. Other targets receive warping effects that have effects as determined by the following chart: 1. reroll and take worse of next two d20 rolls (save, to hit etc.), 2. teleport 10″ in a random direction, 3.  speak/babble backward for 1 round, 4.  Aim attack at random ally/npc (warped aim) 5. reroll and take worse of next two damage rolls, 6. Lose 1d10 from initiative, 7.
  12. It’s my own design:  the character has a modular tool that they can check their inventing % for 4 pr once per situation and come up with a simple modification to or use of the tool to solve the problem.  This should be fairly intelligent and semi- realistic for the multipurpose device.
  13. My Private War Museum: the character has access to a collection of devices that may be very effective in and possibly out of combat though perhaps not actual military weapons or Vehicles, these could be the collection of a previous adventurers trophies, a cache of magical items, the character could be some sort of curator or testing out items for an R&D group, etc.  In some cases the effectiveness of a collection of items could be some one shot escape tricks or defensive traps (a pen as a re-breather allowing five minutes of underwater breathing, a belt buckle grappling hook launcher that allows scaling of many surfaces, Shoes that deflect most hand portable weaponry, and a clown nose that operates as a mobile phone all once designed for a classic spy).
  14. Nuclear sword of Damocles: by forming odd behaving sword shaped objects out of background radiation the character has gained a reasonable tool.  The weapon is treated as +4/+1d8 when used to attack. The character may deflect frontal attacks as an ad20 save and deflect attacks to the side on an Inventing % check by using the blade, with a critical success meaning the attack was deflected back towards the attacker or another enemy.  On a standard Detect Danger success means the attack is considered to be from the front if it is within x2 the characters detect danger it is considered to be an attack from the side. outside of that it counts as an attack from the rear facing (assuming it began that way).
  15. Palm Injectors: These tough impact based applicators try to forcibly apply a compound or reaction to the target of a HTH by the user of the Palm Injectors.  If the Hth roll us made by 3 the strike successfully deploys rather than using other attack mechanics.  The precise effect is typically determined by other powers or the characters theme but here are some examples: shotgun, tazer, chemical cocktails, knockback or knockdown effects etc…
  16. Pinwheel Powers: the character has access to pinwheels that grant several options like: 30″ of Flight, for 1 hour, attack dealing +2/+1d6 in HTH combat, as a defense offering one attack demolishes the device rather than harming the character, while once per combat the Pinwheel “Suction” Entangle blocks sight based senses as well as generating a -1000# C cap field that can be disabled from the outside but anyone inside must come up with a way to generate at least that much pressure in order to defeat the device and move/attack/act again.
  17. Pogo stick: this is a metal pipe with a spring compressed and coiled it can be used to strike an opponent within 2″ for +2/+1d6 in HTH combat, increase leaping distance by +10″ and even move other characters.  When the character turns the coiled spring effect on others it can be used to hurl others away as if the users C Cap was x10 greater if under up to a maximum benefit of 5000# for this power to ‘throw’ others.
  18. Rippite Bomb: The Rippite bombs are attachments to objects that use the surface area to form areas of teeth designed to shred objects.  Basically for each 1PR spent encasing the object the character increases the secondary damage done by any object by 1d4+1 steps, any size object the character can pick up can have this field attached to it and then turned into a weapon that lasts for 1d6 rounds as well as possibly gaining Area of effect bonuses for the truly strong or skilled at handling large lightweight/flimsy things added to combat.  Because of safety protocols the Objects cannot be part of a building or other grounded object,  it can be set upon a vehicle the character is maneuvering under their power, not the vehicles.
  19. Self Weapons Only: Through various means the character is the only one able to operate his own weapons, ranging from Magical means to personal presence to IFF codes.  Randomly discovered weapons or the weapons of others are not so restricted unless the character has had time to modify them.  The character typically has a variety of weapons converted on or about his person along with ammunition to keep effectiveness in combat for a while.
  20. Spitfire Volley Brass: When using the Autofire rules, the character does not take the damage reduction factor for Autofire during the first 5 shots fired in a single burst from this weapon. If instead using Multiple attacks those also do not cost PR for the first four additional multiple attacks because of the compensators built into the device.  As a Spitfire it does attack on the Fire Colum at +2, 20 rounds, dealing 1d12 damage per shot from the typically bell ended rife shaped weapon.  though some have seen brass wands that do the same thing in other worlds.
  21. Trapper Keeper Concept Traps: With this power design the character starts with 1d4 trap designs they may deploy using standard charges rules based on 4 PR cost, use the following ideas as a basis {Narcissus trap: this device exudes a low-grade brainwave field that increases the self-respect and self-love to the point where it becomes a hindrance to the targeted individual Cd20 roll with failure meaning 1d4 hours trapped admiring themselves success means 1d4 rounds (change to segments if they make it at -20) unless helped out by another party. Speed trap: create a sheet of ice up to A” Radii for normal Ice Creation cost, anyone in the ice area must Save vs. Agility on d20 with -1/10” ground based movement or take V damage (#” moved = Velocity for purposes of figuring amount of damage taken on the secondary chart.) Entangling trap:  5 Disable, 20 Destroy, 0″ movement for anyone who’s C Cap is under 400#,  use -1d10x2” from characters movement unless C. Cap exceeds 1000# then reduce movement by 2”}
  22. Weaponized Chemical Reaction Neutralizator: stops chemical reactions in a targeted item note it does not stop stored energy such as kinetic or electrical based energies nor nuclear reactions. {Pistol:  Drains 1d4 Charges at Ix1.5 range has 4 charges, Rifle: Drains 1d6 at Ix2 range only has 10 Charges, Bull pup:  Drains 1d4+1 Charges at Ix1.8 range has 18 Charges}
  23. Weaponized Power Tools: Half dedicated tool using biped, half inventive genius the character specializes in the conversion of ordinary items into weapons that represent a serious threat to even super powered characters since the abilities represented by different attack concepts should not be underestimated to a truly imaginative (or warped) mind. Each action the character tries to attack the same noun the damage increases in scale starting at 1d4 (against super powered level things) and increasing by 1 step on the chart until a max of 3d10 is reached per hit.  The character expends 2 PR for 1d4-1d12 and 3PR for higher damage values attacking typically on the HTH chart.

Zombie Apocalypse Battering Ram


The pictures associated with this are from various photography productions I have used in the past.