Being a Superhero: Equipment

  1. ​Types of Heroes
  2. Being a Superhero
  3. Class Powers

Some of these types of heroes carry some pretty strange pieces of equipment. The tables in this section will sometimes ask you to roll on the Normal Equipment table or the Advanced Equipment table. Here they are, along with the related equipment tables for special kinds of equipment.

Normal Equipment

01-05 Boomerang, roll on Special Weapon table
06-12 Shield, roll on Special Weapon table
13-23 Sword, roll on Special Weapon table
24 Roll item on Magic Equipment table (p. cite) and roll power on Special Power table
25-29 Choose from the Mad Scientist laboratory list, using 2d12 points.
30-32 Choose from real world, using (d1000 times d100 divided by d10)+100 dollars
33-40 Gun, roll on Special Weapon table
41-44 Lasso (of rope type d4+1) and roll on Special Weapon table
45-46 Glider Wings
47-48 Tracer
49-64 Knife, roll on Special Weapon table
65-70 Bow/Arrow, roll on Special Weapon table
71-75 Grappling Hook, shoots, retractable rope is of type d10, and (d3+1) times d20 meters long
76-80 Belt, Pouch, or other small equipment holder (roll on Belt table)
81-84 Whip (of rope type d4+2, roll on Special Weapon table)
85 Roll once on the Magic Equipment table (p. cite)
86-94 Choose a Hand to hand weapon and roll on the Special Weapon table
95-96 Roll on Transportation table
97-98 Wing Jet, type d10
99 Armor (roll on the Armor table for the Weaponmaster Combat Skill, p. cite)
00 Roll Once on Advanced Equipment table

Advanced Equipment

01-20 Laser Gun, Type d4
21-30 Rocket Jets (Type d5, roll d8 for kind)
1) pack
2-4) Normpack
5-6) Large Pack
7) Beltjet
8) Bootjet
31-35 Anti-grav Belt
36-40 Sonic Gun (Type d4)
41-45 Space Vehicle (roll d12 for kind:)
1-4) Void Sled
5-6) SpaceJacket
7-10) Courier
11-12) Mosquito
46 Time Travel device
47-48 Roll on Normal Equipment Table
49-50 Universe Projector
51-60 Stun Ray Gun (type d4)
61-75 Analyzer (1-5 abilities, roll d20:)
1-6) 1 ability
7-11) 2 abilities
12-15) 3 abilities
16-18) 4 abilities
19-20) 5 abilities
There are five main abilities. The analyzer is Type d5+1 for each:
1) Air Analyzer
2) Substance Analyzer
3) Energy Analyzer
4) Life Analyzer
(1-14) Material based life
(15-18) Energy based life
(19-20) Psychic Patterns
5) Medical Analyzer (d2 abilities)
(1) Physical Analysis
(2) Psychological Analysis
76 Disruptor Gun (type d3)
77-79 Electrogun (type d5)
80-90 Plastic Armor, type d3
91-96 Force Field, Portable (ST=2d4, ignores d10 points damage)
97-99 Space Suit, type d4
00 Roll twice more

Belts and Bags of Tricks

Roll 3d4 times on this table for the number of items in the character’s collection of tricks.

01-05 Flash Attack (2d4 uses, type d6)
06-10 Dark Cloud (2d4 uses, type d5+1)
11 Poison Gas (d4 uses, type d4)
12-19 Handcuffs (type d6+1)
20-21 Acid (type d4, 2d3 uses, choose kind)
22-28 Grappling Hook, rope type 2d4+3, 3d4 meters
29-33 Radio (Hearing: 4d6, Strength: 4d6)
34-35 Throwing Knife: see Special Weapon table.
36-40 Sleep Gas (Type 2d4, 2d4 uses)
41-45 Rope (type 2d6+2, 2d8 X d20 meters)
46-50 Gas Mask, type 2d4
51-53 Grenades (d3)
54-55 Belt Jet, type d6
56-57 Portable Radar (3d6 hours, sight: 4d6)
58 Force Field, 2d4 ST, Ignore Damage d8, lasts 2d10 rounds
59-60 Binocular (sight times 6d6)
61-62 Tape Recorder (Hearing: d12 + 12)
63-64 Micro Camera (sight: 10+d4)
65-66 Micro Movie Camera (sight: 10 + d4)
67 Bright Flashlight
68-69 Infrared Goggles
70-71 Light Amplification Goggles
72-74 Tracer
75-77 Ultraviolet Goggles
78-79 Guard Glasses
80 Computer, Portable (type d4+7)
81-83 Pocket Calculator, Programmable
84 Analyzer: see Advanced Equipment table)
85-86 Substance Analyzer, Metal, type d4
87-88 Tear Gas (d4+1 uses, type d4+1)
89 Vibrator, type d20
90 Jammer, range: d100 times d100 meters
91 Parabolic Mike: hearing times 3d6
92 Portable Helicopter (type d10)
93 Net, rope type 2d4+4, 2d8 square meters
94 Laser Pen, type d4
95-00 Distinctive Light: high intensity insignia light, equal to Bright Flash type d8, and a save bonus is gained every type/2 meters.

Special Weapons

Roll to see if the weapon has special abilities. Add d4 to any previous level with the weapon, unless the character gained the weapon under a Combat Skill Package. Bonuses are only effective while using the weapon.

01-40 nothing special
41-45 The weapon does d3 extra d6 damage.
46-49 electric: d4 extra d6 damage. It either works 2d4 hits, and the target must lose DP, or it works 4d6 rounds before recharging.
50-53 Built in laser, type d3, 2d4 times type EP
54-57 gas dispenser, sleep (Type 2d4); 2d3 uses
58-60 Sonic Ray, type d3, 2d4 uses
61-65 Flaming: roll d4; it does this many d6 fire damage up to 3d4 rounds before recharging
66-69 Stuns: roll 2d4; it does this many d6 Stun Damage; either 2d6 times and the target must be hit for DP, or for 3d6 rounds before recharging.
70-73 The weapon returns at 4d6 meters/segment
74-78 +d6 Combat Bonus Pool
79-80 see Magic Equipment; the item has a spell
81-82 The weapon allows the character to use one Special Power; see Items
83-84 Generates Force Field, ST 2d4, Ignore d8, for 3d20+5 rounds before recharging.
85 a Cosmic Power; weapon has d20+20 EP
86 a Psychic Power; uses the character’s EP
87-88 +d4 Actions per Round
89 Rockets; acts as a Belt Jet of type d8
90 Heat Ray, type d3, 2d4 times type EP
91 Poisoned: player must choose EP or DP poison. EP poison is type d5+1; DP is type d4; weapon must do DP before poison works
92 does d3 extra d6 damage as a Death Shot to any besides the owner who tries to use it. 20% of weapons do this per round, others only when first touched.
93-94 +d4 to Evasion (this bonus doesn’t use EP)
95 The weapon gives the character an Ignore Damage bonus of 2d4.
96 Bonus of d6 to Penetration
97 Weapon is nearly unbreakable: +2d4 ST, +3d10 Ignore Damage.
98 Weapon allows control of one type of animal, PR 2d6.
99 Weapon can attack at character’s control, up to 2d10 meters away. It uses the character’s level, without the Hand damage bonus.
00 Roll twice more, using d60+40

Transportation

After rolling the vehicle, roll on the Vehicle Abilities table.

1 Truck, type d6
2 Sports Car, type d4
3 Prop Plane, type d4
4 Helicopter, type d6
7 Jet, type d6
8 VTOL, type d6
9-10 Choose any common vehicle, type d6

Vehicle Abilities: For most vehicles, roll 2d4 abilities.

01-08 Armor Plated: Add d4 to Skin Temper and 2d4 to Ignore Damage.
09-14 Radar: Sight of 10+d12, sight power 3d6.
15-16 d3 lasers, type d4+1; Each has d8+1, times type, EP.
17 Force Field, ST 3d4, works for 3d10 minutes.
18 Disruption Field, works for 2d10 minutes, type 2d4.
19-20 d3 Heat Rays, type d4+1; Each has d8+1 times type EP.
21-22 Bazooka
23-24 Electro-Gun, 2d4 charges, type d3
25-33 Increased Speed: Add 3d100 kmph to the vehicle’s maximum speed.
34-36 d3 Machine Guns: Automatic normal handguns, type d4.
38-40 d3 Assault Rifles: Automatic normal rifles, type d4.
41-42 d2 Sonic Rays: type d4+1, Each has type times 2d4 EP.
43-44 Stun Ray: type d4+1, 3d4 times type EP.
45-53 Radio: Strength 2d4, Hearing 10+d20.
54-59 The vehicle is or can become airtight.
60-63 Infrared Camera
64-69 Computer: see Base. Reduce type by 1.
70-75 Robot Pilot: driving level 2+d8
76-77 The vehicle can operate underwater.
78-79 Telephone
80-81 Television
82 Short Burst Rocket: Can add 3d10 to movement for 1 round. 2d6 uses.
83-85 Map Generator: type d6.
86 Invisibility, usually to Radar, PR 2d6. See Items.
87 Airtight, and the engine can function in outer space and vacuums.
88-89 Long-term Rockets: shift speed up d4 zeroes for d4 hours (1.5 m/s becomes 15,000 m/s, for example.)
90-93 Parabolic Mike: Hearing times 3d10.
94 Ejection seat: lifts passengers out in 1 segment and throws them 1000 meters times Distance Thrown straight up.
95 d2 Gyrojets: type d4.
96 Refrigerator (why are we always sooner or later…)
97 Microwave
98 Running Water
99 Bed
00 Oxygen Field: PR d4+1, see Items
  1. ​Types of Heroes
  2. Being a Superhero
  3. Class Powers