Monday, December 1, 2025

The Gotham & Beyond Podcast - Season 2, Episode 10 - Omni Gadgets

 

Omni Gadgets appear on pages 117 and 118 of the DC Heroes core book. They look simple at first glance. One AP rating. One use. Then you read deeper and realize they carry the whole idea of a utility belt. These devices let a hero pull out a single tool that becomes exactly what the moment needs. Not through hand waving. Through a clear rule.

The trick is the AP rating. That number defines the entire device. Body equals the APs. Any Attribute or Power you mimic cannot go past that value. You pick the effect on the spot and the scene takes shape around that choice. A small fan clears gas. A set of boot jets lifts the hero into the air. A vision scanner exposes a hidden entrance. All of it works inside that AP limit.

The ranges determine how wild the device can get. Range A is physical. Range B is mental. Range C covers physical and mental powers. Range D lets you mimic italicized powers if you also take A and B. Each range adds to the Factor Cost. The player pays Hero Points and builds a device that feels prepared without feeling limitless.

This rule shines when the story moves fast. Players do not stop to shop for gear. They react. They improvise. They build tension through the belt rather than through long planning scenes. If you keep the AP math honest, the Omni Gadget becomes the smartest tool in the game. 




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