Clothing Gimmicks

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Mantisking
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Clothing Gimmicks

Unread post by Mantisking »

New Clothing Gimmick
Insulated Clothing:
This outfit has been modified so that it is electrically insulated. Game Effect: The wearer is immune to the effects of tasers and stun-guns. Cost: $1,000
Last edited by Mantisking on Mon Feb 21, 2011 9:51 am, edited 1 time in total.
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Re: [Clothing Gimmick] Insulated Clothing

Unread post by JuliusCreed »

Mantisking wrote:New Clothing Gimmick
Insulated Clothing:
This outfit has been modified so that it is electrically insulated. Game Effect: The wearer is immune to the effects of tasers and stun-guns. Cost: $1,000


Nice :ok: I'm surprised I haven't seen/thought of this before.
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Re: Clothing Gimmicks

Unread post by Mantisking »

New Clothing Gimmick
Sealed Clothing:
This outfit has been modified so that the person wearing it will not leave behind biological traces (skin cells, hair, etc). It includes gloves and a full face mask/hood/breath-mask in secret pockets. Game Effect: The wearer will not leave behind biological traces at a crime scene. Cost: $10,000
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Re: Clothing Gimmicks

Unread post by drewkitty ~..~ »

Mantisking wrote:New Clothing Gimmick
Insulated Clothing:
This outfit has been modified so that it is electrically insulated. Game Effect: The wearer is immune to the effects of tasers and stun-guns. Cost: $1,000

Would limit it to electrical based Stun guns.
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Re: Clothing Gimmicks

Unread post by Mantisking »

Mantisking wrote:New Clothing Gimmick
Insulated Clothing:
This outfit has been modified so that it is electrically insulated. Game Effect: The wearer is immune to the effects of tasers and stun-guns. Cost: $1,000
drewkitty ~..~ wrote:Would limit it to electrical based Stun guns.

There are non-electric stun guns?
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Re: Clothing Gimmicks

Unread post by drewkitty ~..~ »

Mantisking wrote:
Mantisking wrote:New Clothing Gimmick
Insulated Clothing:
This outfit has been modified so that it is electrically insulated. Game Effect: The wearer is immune to the effects of tasers and stun-guns. Cost: $1,000
drewkitty ~..~ wrote:Would limit it to electrical based Stun guns.

There are non-electric stun guns?


I was being literal minded, and *adding in a bit of humor* was using my connection to the 'Munchkin Within' to see how munchkins could twist and turn the descriptive text to there advantage while ignoring the spirit/context of the Text.

Yes, you have to be thinking PB system wide. There are the Antorien sonic stun guns in AU, there are the psi stun guns in PW are a couple examples.

If just limiting to the classical age of superspyes (i.e. oo7 Bond) then nope, only electrical.
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Re: Clothing Gimmicks

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Woven Antenna Web
This article of clothing (trenchcoats are a favorite) has a grid pattern of tiny wires woven into the fabric of the garment.
Game effect: Works much like the Cybernetic Implant Arm and Leg Antenna Web, increasing the range of radios or cel phones used by the agent tenfold. Possibly even reaching orbital satellites.
Cost: $10,000, and increase garment weight by 5 lbs.
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Re: Clothing Gimmicks

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Tin Foil Hat
This hat is a piece of thin and soft metal, often aluminum or tin, folded into the shape of a pirate hat or molded around the head. The foil need not be clean. It protects the wearer from thought-stealing alien conspirators.
Game Effect: There is a considerable placebo effect involved in all forms of mind control. Simply by believing one is protected from influence can be enough to resist a very real influence. When the target wearing a tin foil hat is targeted for any type of mind control technique, that target gains an extra saving throw in order to resist the effect with no bonuses. This extra saving throw is applied to hypnotic, drug-induced, dark chi, psychic, and magical methods of affecting the thoughts of another person. Wearing a tin foil hat also has the effect of making the person appear much less reliable, attractive and sane. Percentile based social abilities like the Seduction Skill and M.A. bonuses are cut in half.
Cost: Free from many dumpsters.

Inspired by: Prysus' recent brilliant article for the DriveThruRPG Weekly Newsletter
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Re: Clothing Gimmicks

Unread post by Mantisking »

Mercdog wrote:Woven Antenna Web: This article of clothing (trenchcoats are a favorite) has a grid pattern of tiny wires woven into the fabric of the garment. Game effect: Works much like the Cybernetic Implant Arm and Leg Antenna Web, increasing the range of radios or cel phones used by the agent tenfold. Possibly even reaching orbital satellites. Cost: $10,000, and increase garment weight by 5 lbs.

I think it would be good as a pin-stripe suit. Other than that, it might set off metal detectors and it'll probably act as a Faraday Cage for any electrical items under the clothing itself.

Lord Z wrote:Tin Foil Hat: This hat is a piece of thin and soft metal, often aluminum or tin, folded into the shape of a pirate hat or molded around the head. The foil need not be clean. It protects the wearer from thought-stealing alien conspirators. Game Effect: There is a considerable placebo effect involved in all forms of mind control. Simply by believing one is protected from influence can be enough to resist a very real influence. When the target wearing a tin foil hat is targeted for any type of mind control technique, that target gains an extra saving throw in order to resist the effect with no bonuses. This extra saving throw is applied to hypnotic, drug-induced, dark chi, psychic, and magical methods of affecting the thoughts of another person. Wearing a tin foil hat also has the effect of making the person appear much less reliable, attractive and sane. Percentile based social abilities like the Seduction Skill and M.A. bonuses are cut in half. Cost: Free from many dumpsters.

Inspired by: Prysus' recent brilliant article for the DriveThruRPG Weekly Newsletter

That is funny. :lol:
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Re: Clothing Gimmicks

Unread post by Mercdog »

Mantisking wrote:
Mercdog wrote:Woven Antenna Web: This article of clothing (trenchcoats are a favorite) has a grid pattern of tiny wires woven into the fabric of the garment. Game effect: Works much like the Cybernetic Implant Arm and Leg Antenna Web, increasing the range of radios or cel phones used by the agent tenfold. Possibly even reaching orbital satellites. Cost: $10,000, and increase garment weight by 5 lbs.

I think it would be good as a pin-stripe suit. Other than that, it might set off metal detectors and it'll probably act as a Faraday Cage for any electrical items under the clothing itself.


True. Probably a gimmick that is best used when working in remote areas in the field, where cel towers and such are sparse, rather than in urban settings where detection equipment is more prevalent.

Thermal Masking Suit
Simply put, the Thermal Masking Suit is a body suit with a full mask and gloves that is made out of a material that insulates the wearers body heat, making them appear invisible to thermal detection devices. A major drawback is that the garment can only be worn for short periods, as the insulation prevents body heat from escaping and can cause heat exhaustion, or even heat stroke in the wearer if worn for extended periods.
Game Effect: Makes the wearer undetectable to automated thermal sensors and gives people using thermal sensors a -40% penalty to their use to detect the wearer.
Penalties:Characters wearing thermal masking beyond their PEx30 minutes will begin to feel the effects of heat exhaustion. For every half hour beyond that time, a cumulative -1 penalty applied to Strike,Parry,Dodge, Initiative, and -5% to skills.
Cost:$2500

Probably made that one unnecessarily complex, but it's what came to mind.
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Re: Clothing Gimmicks

Unread post by Mantisking »

Mercdog wrote:Woven Antenna Web: This article of clothing (trenchcoats are a favorite) has a grid pattern of tiny wires woven into the fabric of the garment. Game effect: Works much like the Cybernetic Implant Arm and Leg Antenna Web, increasing the range of radios or cel phones used by the agent tenfold. Possibly even reaching orbital satellites. Cost: $10,000, and increase garment weight by 5 lbs.
Mantisking wrote:I think it would be good as a pin-stripe suit. Other than that, it might set off metal detectors and it'll probably act as a Faraday Cage for any electrical items under the clothing itself.
Mercdog wrote:True. Probably a gimmick that is best used when working in remote areas in the field, where cel towers and such are sparse, rather than in urban settings where detection equipment is more prevalent.

Makes sense to me.

Mercdog wrote:Thermal Masking Suit: Simply put, the Thermal Masking Suit is a body suit with a full mask and gloves that is made out of a material that insulates the wearers body heat, making them appear invisible to thermal detection devices. A major drawback is that the garment can only be worn for short periods, as the insulation prevents body heat from escaping and can cause heat exhaustion, or even heat stroke in the wearer if worn for extended periods. Game Effect: Makes the wearer undetectable to automated thermal sensors and gives people using thermal sensors a -40% penalty to their use to detect the wearer. Penalties:Characters wearing thermal masking beyond their PEx30 minutes will begin to feel the effects of heat exhaustion. For every half hour beyond that time, a cumulative -1 penalty applied to Strike,Parry,Dodge, Initiative, and -5% to skills. Cost:$2500.

This is more a piece of equipment than a gimmick.

Mercdog wrote:Probably made that one unnecessarily complex, but it's what came to mind.

Doesn't seem too complex to me.
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Re: Clothing Gimmicks

Unread post by Mantisking »

Mantisking wrote:New Clothing Gimmick
Insulated Clothing:
This outfit has been modified so that it is electrically insulated. Game Effect: The wearer is immune to the effects of tasers and stun-guns. Cost: $1,000


Revised
Insulated Clothing:
This modification adds a non-conductive layer to a selected piece of clothing. Bonuses: The character is immune to the effects of tasers and stun-guns unless hit on bare skin. Cost: $100 per piece of clothing.
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