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Gadgets and Gear

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Note, this isn’t a d20 product, but rather a Hero Systems product. Though it isn’t designed specifically for d20 or any other system beyond Hero, it’s my belief that it could prove useful as an invaluable source of information for any GM (specifically in the superhero neck of the woods).

To call Gadgets and Gear a sourcebook on gadgets would be limiting the scope of the book. Not only do we see over 300 gadgets detailed out in Hero builds, but we also get some advice on tweaking the devices in such ways to change their power level or offer alternate builds. Ever wanted to play a brooding avenger of the night but weren’t sure what to give him in his utility belt? Well, page 130 can answer some of those questions and expand upon it. How about wanting to pit your players against the perilous Professor Squid … but then you’re not sure how you could make those nifty cyber-tentacles of his. Looks like you could use page 65. This book has all the staples of comic books and then some.

Like a few of their other books, Gadgets and Gear is broken into chapters that tie the equipment within them together by a common theme. For example, Chapter One starts with various blasters and rayguns, good for both heroes and those pesky agents of Argent or Viper. It then delves into gas weaponry, like fear gas and knockout gas, and melee weapons, like billy clubs and questionite claws. In the middle of the chapter, I easily found some of my favorite gadgets: trick arrows, boomerangs and the infamous glue gun. Finally, the chapter closes with two great sections: Theme weaponry and miscellaneous weaponry that didn’t fit in other areas. It’s here that you’ll find some gems like the Halloween arsenal, combat yo-yo, acid squirter and combat gauntlets (not unlike a certain space-faring specter weilds).

The second chapter deals with defensive gadgets, though most of the chapter deals with components for one of the most well like archetypes: powered armor users. Mr. Long did his homework in this chapter, showing builds of familiar components that any comic book fan should recognize. Does anyone remember a certain ferrous-shelled hero zooming about in rocket skates? Well Mr. Long did on page 88. Detailing everything life support systems to gauntlets to even the chest-mounted floodlight, it’s all here and more. Looking beyond the powered armor elements, I was glad to see familiar elements like the questionite skeleton and questionite shield made it into the chapter.

Chapter Three brings us a bevy of devices that can help our heroes (and villains) move a bit quicker or in odd environments. Every wants a flight ring, right? Well, look for the stats on page 105, save up some points and your hero could be flying with the best of them! This chapter brings us such wacky gadgets as mechano-stilts and drill gauntlets, and also gives us the infamous panic ring that’s used by so many mastermind villains these days.

Though it’s one of the smaller chapters, Chapter Four serves up some great sensory and communication gizmos. Need a mutant scanner for your angst-driven mutant team to fear? Look on page 115 for some great ideas on that. How about a communicator for your hero team? There are two in this chapter. To my surprise, Mr. Long even inserted the stats for a flare gun, much like a family-team of supers have used in the past.

Chapter Five has got to be one of my favorite chapters of the book. Within it, the ideas of costume-based gadgets are found and it’s a great mix. From the bizarre, like a porcupine-based costume, to the exotic, like the distracting costume, and even the ultra-modern, like the bikerwear costume, it’s all here. But it not only covers the costumes themselves, but some of the elements of costumes as well. Want a domino mask that allows you to switch through the various light spectrums? It’s on page 139. How about a belt that can change your size? Got that as well.

Lastly, in Chapter Six, we see some of the odder and more powerful weapons that couldn’t fit into the other categories. Here you’ll find some great examples of how well the Hero System can create any power build seen in comics. I’ve always been a fan of an emerald, ring-bearing hero and I was happy to see a build that could easily be tweaked to represent this.

In all, I would say that this is a great book and a very good resource for anyone taking the foray into superhero gadgets, even if it’s not within the Hero System. With a great index, a nice, wrap-around cover by James Ryman, excellent chapter separators and notes throughout the entire book, I would say that Gadgets and Gear is a great investment for the superhero gamer at large.
 

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From Hero Games website:
"AN ARSENAL OF GADGETS

Superheroes (and villains!) are famous for the super-science gadgets they use - everything from blaster pistols, to flying platforms, to armored capes, to super-handcuffs... and more. Gadgets And Gear brings you thousands of such amazing devices for Champions! It includes:

- Weapons: Hundreds of super-weapons, ranging from blasters and lasers to trick arrows, arsenals of "theme" weaponry, restraint and capture devices, and more.

- Defenses: With so many super-tech weapons in the hands of villains, heroes need a way to protect themselves! Gadgets And Gear includes powered armor suits and devices, force field gadgets, and other equipment to keep your character safe and sound.

- Movement Gadgets: To get to the scene of the crime, heroes need glider capes, rocket flyers, teleportation webs, flight rings, and other ways to travel.

- Sensory And Communications Gear: When a hero needs to keep in touch with his teammates, or find his foes, Gadgets And Gear has wrist-radios, x-ray vision goggles, infrared lenses for his mask, and more.

No matter how high-tech your villains, or how clever your gadgeteer characters, Gadgets And Gear has just what they need!"
 

I liked the art spreads kicking off each chapter. Very funny and well done.

The cover art is also one of the better covers for HERO Games, done by James Ryman, a very talented artist http://www.jamesryman.com/

Although he seems to have taken the G&G cover off of his site for some reason. Hope this doesnt indicate some kind of unpleasantness between him and DOJ; I had hoped to see more of his work on HERO's product in the future.
 

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