Well, I've got Blood and Circuits ... I bought it the moment I woke up that day, actually, as I'd had to fudge, snip, cut, rework, pound on, and otherwise jurry-rig up some rules for my Wife's gadgeteer character just the night before.
Damn your release date.
Anyway, I'll say that BnC wasn't quite what I expected, and didn't have quite what I had decided I'd like from the supers rules. The Unique Item power ... not sure if I'm reading it wrong, but it seems totally useless. If you get 10 Invention Points for each PP you put in it ... and a Desert Eagle clone is 190 IP, then you'd have to be 16th level before you could power the equivalence of a pretty normal handgun. Maybe I'm reading that wrong ... just seemed very weak in comparison with things like "Blast" which is a ranged weapon without any problems associated with being a device.
A handgun was just the first thing I thought of comparing it with.
My wife is looking the book over now, and I think she likes what she sees. This is a really great way to do what was so hard for us to do with her character earlier.
Between Smart levels and Super Intelligence and Feats, her character has some rather SICK bonuses to Craft skills. She comes up with a half-dozen crazy inventions she'd like to make every game and I'm usually left flipping through the book, trying to find the closest existing item and modify the DC to craft it ... and even with insane DCs, she regularly rolls well above 30 and meets them. This might be a better system.
The night before, though, I'd gone through and statted up a "Gadgets" power for BnV based loosely off of the Gadgets power in M&M. This seemed like an elegant way of doing her "I can make anything!" power, by letting her spend an action-point and creating some super-science thingie that mimicked another (relatively weak) power at a fraction of her total power ranks. -I- liked it, but she wants to invent things and roll up invention points.
--fje