Post by Exusiai on Aug 3, 2019 11:01:54 GMT -5
Batman and his partners use an extensive array of gadgets to fight crime. While the full collection of Bat equipment remains unknown, the following list offers a sampling of the more popular pieces. This is a listing of general equipment used by Bat Family members.
GENERAL EQUIPMENT
The following equipment is used by all members of the Bat-family.
De-Cel Monofilament Jumplines [Body: 7, STR: 3] These lines are 5 APs long.
This cabling was designed to slow the user's decent the longer he fell. It can support up to 400 lbs. comfortably and about twice that for short periods.
Launching Grappling Hook [Body: 7, Range: 5, STR: 3 ]
At about 10 inches in overall length and the ability to break down into two parts, the launching grappling hook can be stored without being too cumbersome or unwieldy. The two parts consist of a handgrip that contains the firing mechanism (a C02 cartridge good for 10 firings, which fits into the handle) and the hook-and-cabling canister, which contains 200 feet of tightly wound jump line (see above) and a collapsible hook.
When the hook is fired, it snaps open and locks into place until the release button at its center is pushed, allowing it to be folded back up. The hook can support up to 400 pounds (depending on what it is attached to) without bending; it can support twice this amount for a short time if needed.
Wall-Penetrating Grapnel [Body: 8, EV: 6, Range: STR: 4]
Based on the same design principles as the launching grappling hook, the wall-penetrating grapnel contains four piercing darts, each equipped with a micro-diamond drill head and directional fin and 200 feet of Vectran. Vectran is a thermoplastic multifilament yarn spun from liquid crystal polymers that can support from 300 to 600 lbs. This high-test line is normally attached to the directional fin with a mini-carabiner, a small metal ring used by climbers.T
The penetrating darts can attach to light aluminum, steel, concrete, and another masonry) via a two-stage launch technique utilizing small explosive charges.
The darts slide into a sleeve in the grapnel that guides the directional fin of the dart. Beneath this sleeve are integral reels (where the high-test line is stored before firing), a braking mechanism (for controlling the release of the line), and a clipping mechanism (for cutting the line if needed).
The handle of the grapnel is designed with a thumb-operated launch button, a firing safety located near the forefinger, and a point near the base of the hand where a lanyard could be attached.
Starlite Nightvision Lenses [Ultra Vision: 8]
The standard Nightvision wear of Batman and his allies, all costumes designed by Batman have Starlite lenses built into the cowls or masks. The lenses illuminate any area that is not completely devoid of light by collecting and focusing all ambient light. The lenses negate any darkness penalties, but they are unusable in cases of magical darkness or the total absence of light. Anyone wearing these lenses who are exposed to a bright light must make a successful Dexterity roll vs. an RV of 12 or be blinded for a number of rounds equal to the difference between the roll and the difficulty.
Multifunction Binoculars [Body: 5, Telescopic Vision: 4, Thermal Vision: 4, Ultra Vision: 4, Radio Communications: 4] Radio Communications: Broadcast Only, Scrambled
These computer-enhanced, prototype binoculars created by Wayne Tech combine holographic lensing, digital zooming, and an advanced high-resolution digital interface. They provide magnification up to 60 times normal vision, infrared, and limited ultraviolet imaging with light amplification and bloom suppression. They also contain a limiter IR computer uplink with still frame capture. With this link, the binoculars can be used as a remote viewer with intervalometer imaging that triggers stop motion camera set at intervals. The binoculars can be held in the hands, or secured via a head harness.
Fingerlight [Body: 1, Flash: 10]
The finger light contains a collimated, 10,000-microcandella beam with radially arranged white, red, and infrared LEDs, which are powered by a micro fuel cell (lasting 18 hours of continual use). It can be focused from a two-inch-radius beam up to a 10-foot-radius beam and provide enough light to sufficiently negate any darkness penalties.
The red light can be used in conjunction with night vision devices for dark-adapted operations without needing to make a Dexterity roll to resist blindness from sudden bright light. A button at the back of the light controls the mode select (normal light, red light, infrared LEDs).
Nerve Agent-Rated Gas Mask [Body: 3, Systemic Antidote: 12]
This fold-able but somewhat bulky (due to its extra protective design) gas mask has a pull-open facial skin protection layer and integral mouthpiece to assure a positive seal. It protects against all nerve gases, as well as nuclear, biological, and chemical toxins.
Conventional Gas Mask [Body: 2, Systemic Antidote: 6]
The standard gas mask used by Batman and his allies gives the user resistance versus any type of airborne non-contact poison. All Utility Belts are fitted with these masks in six-pack magazines.
EXPLOSIVES
There are three types of explosives that are primarily used by Batman and his allies.
Small "Pellet" Grenade [Body: 2, Bomb: 6, ] Bomb has a blast radius of 0 APs
This explosive is in a cylinder four inches long with a radius about the size of a quarter. A metal plate is attached to one side to allow bungee prima cord to be attached to it. Removing the base exposes quick-setting contact cement (STR 6 to resist being removed once placed). Twisting the top of the cylinder activates the grenade with a five-second delay.
Concussion/ Blast Grenade [Body: 2, Bomb: 6, Sonic Beam: 6, Flash: 6] Sonic Beam is Area Effect, Bomb has a blast radius of 0 APs.
The concussion/ blast grenade is in a four-inch-long cylinder with a radius about the size of a quarter. It can be set for either an explosive charge or a flash/ bang charge. The dial at its top allows the character to set from a delay (of anywhere from three seconds to 40 minutes) on detonation with an optional radio command detonation setting.
Bungee-Prima Cord [Body: 1, Bomb: 4] Bomb has no range
A rope-like explosive, bungee-prima cord stretches up to twice its length and must be set off with another small charge. It is often used to link several explosive charges, using the cord to trigger every charge after the first.
Universal Tool [Body: 8, Recall: 10]
A device for any electronics work, the Universal Tool is nine inches long and weighs three pounds. Its casing is made of hardened steel and can be used as a hammer without damaging it.
Inside the tip are a variety of different tool points, including different sizes of Flathead and Phillips screwdrivers, torque, box, and star drive wrenches, an electro pick lockpicking device and drill bits for limited drilling. The selector sleeve rotates to connect the desired tool with the internal drive unit.
The base of the Universal Tool contains a full lineman's kit, multi-line analyzers, CPU and RS-232 logic-controlled break-out boxes and analyzers, an EPROM reader and writer for cell phone analysis, advanced oscilloscope and vectorscope functions, taps, and jumpers. The device can record and playback any signals-including radio, broadband cable, HDTV, and other such frequencies.
The device is powered by a mini fuel cell, but it also has both AC and DC external power jacks.
Using this device gives a +1 CS bonus to lock picking rolls, computer ops rolls (for hardware only), security systems
rolls (for attempting to bypass security), and to engineering and repair rolls
AEROSOL SPRAYS
All of the following aerosol sprays are in cylindrical canisters five inches long and about the size of a quarter in diameter.
Rapid Room Filling Fogger [Body 1: Fog: 9, Ammo: 1]
The fogger fills a 20-foot-square area with a thick fog. The canister is good for one use only.
IR Paint Marker [Body: 1]
IR paint, which is virtually invisible under normal light, glows fluorescently under view with infrared goggles or infrared light. The canister holds eight ounces of paint.
Foaming Explosive [Body: 1, Bomb: 5,Ammo: 8] Bomb has a blast radius of 0 APs
A compound much like plastique (plastic explosive), this foam detonates when an electrical charge is passed through it. The canister contains eight ounces of foam. the Bomb rating above is for 1 ounce. Add 1 AP for each additional ounce used.
Electronic Device Freezer [ Body: 1, Mental Freeze: 8, Ammo: 1] Mental Freeze only works on electronics
This is a fast-acting liquid nitrogen spray designed to temporarily stop all functions of an electronic device (such as a digital timer). When applied directly to an electronic device's circuitry, it stops all functions of the device for 10 minutes (the spray would be ineffective if used on the outside of a bomb; however if the bomb's casing were removed, the spray would work). The canister has a slender tube attached to it to get the spray into small areas. The canister contains enough liquid nitrogen for one use only.
Quick-Acting Knockout [Body: 1, EV: 10, Mind Blank: 6, Range: 0, Ammo: 10 ] EV Represents the Knockout Gas, RAPs gained equal the time the Opponent will be knocked out.
This spray made up of a concentrated form of VERSED syrup, instantly renders the target unconscious for three hours The spray also has the added side effect of wiping the target's memory of up to five minutes before it is applied. The canister has a dispersal range of 12 inches and contains enough spray to affect 10 people (1 spray per person).
TRACER DEVICES
Burr Tracker [Body: 1, Cling: 3, Radio Communication: 0] Radio Communication is Broadcast only and is scrambled, Cling only works on fabrics
This short-range tracer (maximum 1,500 feet) is only 27 millimeters wide at its greatest point. Made of an ultra-lightweight metal with foil spring snags, it contains a chemical paste battery that lasts for up to one month. The tracer uses a digital Paquette FM tone. This tone has the highest directional signal of these types of tracers, so it can defeat casual detection by being indistinguishable from tuner hiss.
Throwing Tracer [Body: 2, Radio Communication: 5] Radio Communication is Broadcast only and is scrambled
Slightly smaller than the burr type, this tracer is only 22 millimeters in diameter. It uses a battery-powered digital pulse radio with a random broadcast pattern. The edges of the tracer are made of rubber to silence it if thrown onto noisy surfaces. The micro global-positioning unit within sends its position with greater power and a more efficient antenna, which relies on the gigahertz spectrum, making the effective range of this tracer around three miles.
Bat-cuffs [Body: 12]
Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center. They can be removed only by using a special diamond-edged cutting tool.
Folding Batarang [Body: 8, Gliding: 2]
This is the most common of all Batarangs used. It has a hinge in the middle that allows it to be folded in half. When extended, it snaps into place and remains open until the release button is pressed. Normally, up to four of these Batarangs can fit into a Utility Belt compartment when folded. This Batarang uses the strength of the thrower as the EV.
Close Quarter Impact Batarang [Body: 8, Gliding 1, EV: 6]
This Batarang is weighted to do more damage at a reduced range.
Hard Impact Edge Batarang [Body: 8, EV: 7, Gliding: 2]
This Batarang is designed with a hardened steel edge and balanced for more damage at a greater distance than the close-quarter impact type.
Cutting Edge Batarang [Body: 8. Claws: 7, Gliding: 1]
Almost more of a throwing knife than a Batarang, this design incorporates a Rockwell C60 hardness edge with a balanced front to give the greatest amount of damage for its range.
Radio Controlled/Programmable Batarang [Body: 7, Gliding: 1, Radar Sense: 3, AV: 10, EV: 5, R#: 3]
Bonus: MultiĀ·Attacks made automatic action to program the Batarang immediately before throwing it
Note: To determine the max1mum distance the Batarang can be thrown. add the thrower's STR to the Batarang's APs of Gliding.
Minicomputer & Remote Controller System [Body: 3, INT: 5, Recall: 16, Split: 4, Radio Communications: 3 R# 2]
A fully collapsible computer, this 3.3 x 4.5 x l.6-inch system runs a selectable multi platform operating system, including DOS and non-DOS BIOS compact chipsets. Fully deployed, the system contains a 2.6 gigahertz central processing unit, a 650 megahertz bus, a 86 percent standard-sized keyboard, elevated video drivers, sound chips, 3-D engines, system managers, 24x CD-ROM player and burner, secure signal cellphone digital fax/ modem, and global positioning system. It also contains a detachable Batmobile remote controller (Robin & Nightwing each have one for their own vehicles) that relays its signals through the mini computer. The entire unit is powered by a series of miniature fuel cells.
The mini-computer functions as a normal computer with access to the Internet for purposes of computer ops, research, and related skills.
Re-breather [Body: 1, Sealed Systems: 11]
This miniaturized scuba device has two two-inch canisters on either side of a mouthpiece that provides oxygen for up to two hours. The canisters and mouthpiece are five inches long total
Knockout Gas Capsules [Body: 1, Fog: 7, EV: 10, Mind Blank: 6]
These capsules, made up of a compound containing VERSED syrup, break upon contact and release a fast-acting knockout gas that fills a 100-square-foot room. Those caught within this area fall unconscious for two hours and lose their memory of the five minutes before they inhaled the gas.
Regurgitation Capsules [Body: 1, Fog: 7, Poison Touch: 7]
These capsules break upon contact and fill a 100-square-foot area with gas. Anyone caught within this area become violently ill and lose all actions for the next 10 phases.
Smoke Capsules [Body: 1, Fog: 7]
These capsules break upon impact and release a black smoke that will fill a 100-square-foot room. Those caught
within this area are blinded unless their sight is aided (night-vision lenses, magic, sonar sense, etc.).
Tear Gas Capsules [Body: 1, Fog: 7, Poison Touch: 8]
These capsules break upon contact and release a potent tear gas that fills a 100-square-foot room. Anyone caught within this area will be incapacitated (blinded and choking) for 15 minutes indoors or 10 minutes outdoors or in a windy area.
Crime Scene Kit [Body: 3, Analytical Small/Tracking Scent: 8, Recall: 12, Radio Communications: 3, Medicine (Forensics): 10,]
Combining several different forensic techniques, the crime scene kit includes pre-labeled sample bags, various blood drying bags and large sample plastic bags, fingerprinting kit (traditional dust, cyanoacrylate with sticky tape, special lighting methods, and others), odor-analyzing micro gas chromatography with downloadable data, and an independent detachable video camera. The camera has simple editing and time-line notation software and is able to be left behind for semi-autonomous functioning.
The camera and computer within the kit have direct links to the user's suit, their vehicle, and the Batcave. Using the crime scene kit gives a +1 CS bonus to Detective and Medicine (Forensics) rolls.
GENERAL EQUIPMENT
The following equipment is used by all members of the Bat-family.
De-Cel Monofilament Jumplines [Body: 7, STR: 3] These lines are 5 APs long.
This cabling was designed to slow the user's decent the longer he fell. It can support up to 400 lbs. comfortably and about twice that for short periods.
Launching Grappling Hook [Body: 7, Range: 5, STR: 3 ]
At about 10 inches in overall length and the ability to break down into two parts, the launching grappling hook can be stored without being too cumbersome or unwieldy. The two parts consist of a handgrip that contains the firing mechanism (a C02 cartridge good for 10 firings, which fits into the handle) and the hook-and-cabling canister, which contains 200 feet of tightly wound jump line (see above) and a collapsible hook.
When the hook is fired, it snaps open and locks into place until the release button at its center is pushed, allowing it to be folded back up. The hook can support up to 400 pounds (depending on what it is attached to) without bending; it can support twice this amount for a short time if needed.
Wall-Penetrating Grapnel [Body: 8, EV: 6, Range: STR: 4]
Based on the same design principles as the launching grappling hook, the wall-penetrating grapnel contains four piercing darts, each equipped with a micro-diamond drill head and directional fin and 200 feet of Vectran. Vectran is a thermoplastic multifilament yarn spun from liquid crystal polymers that can support from 300 to 600 lbs. This high-test line is normally attached to the directional fin with a mini-carabiner, a small metal ring used by climbers.T
The penetrating darts can attach to light aluminum, steel, concrete, and another masonry) via a two-stage launch technique utilizing small explosive charges.
The darts slide into a sleeve in the grapnel that guides the directional fin of the dart. Beneath this sleeve are integral reels (where the high-test line is stored before firing), a braking mechanism (for controlling the release of the line), and a clipping mechanism (for cutting the line if needed).
The handle of the grapnel is designed with a thumb-operated launch button, a firing safety located near the forefinger, and a point near the base of the hand where a lanyard could be attached.
Starlite Nightvision Lenses [Ultra Vision: 8]
The standard Nightvision wear of Batman and his allies, all costumes designed by Batman have Starlite lenses built into the cowls or masks. The lenses illuminate any area that is not completely devoid of light by collecting and focusing all ambient light. The lenses negate any darkness penalties, but they are unusable in cases of magical darkness or the total absence of light. Anyone wearing these lenses who are exposed to a bright light must make a successful Dexterity roll vs. an RV of 12 or be blinded for a number of rounds equal to the difference between the roll and the difficulty.
Multifunction Binoculars [Body: 5, Telescopic Vision: 4, Thermal Vision: 4, Ultra Vision: 4, Radio Communications: 4] Radio Communications: Broadcast Only, Scrambled
These computer-enhanced, prototype binoculars created by Wayne Tech combine holographic lensing, digital zooming, and an advanced high-resolution digital interface. They provide magnification up to 60 times normal vision, infrared, and limited ultraviolet imaging with light amplification and bloom suppression. They also contain a limiter IR computer uplink with still frame capture. With this link, the binoculars can be used as a remote viewer with intervalometer imaging that triggers stop motion camera set at intervals. The binoculars can be held in the hands, or secured via a head harness.
Fingerlight [Body: 1, Flash: 10]
The finger light contains a collimated, 10,000-microcandella beam with radially arranged white, red, and infrared LEDs, which are powered by a micro fuel cell (lasting 18 hours of continual use). It can be focused from a two-inch-radius beam up to a 10-foot-radius beam and provide enough light to sufficiently negate any darkness penalties.
The red light can be used in conjunction with night vision devices for dark-adapted operations without needing to make a Dexterity roll to resist blindness from sudden bright light. A button at the back of the light controls the mode select (normal light, red light, infrared LEDs).
Nerve Agent-Rated Gas Mask [Body: 3, Systemic Antidote: 12]
This fold-able but somewhat bulky (due to its extra protective design) gas mask has a pull-open facial skin protection layer and integral mouthpiece to assure a positive seal. It protects against all nerve gases, as well as nuclear, biological, and chemical toxins.
Conventional Gas Mask [Body: 2, Systemic Antidote: 6]
The standard gas mask used by Batman and his allies gives the user resistance versus any type of airborne non-contact poison. All Utility Belts are fitted with these masks in six-pack magazines.
EXPLOSIVES
There are three types of explosives that are primarily used by Batman and his allies.
Small "Pellet" Grenade [Body: 2, Bomb: 6, ] Bomb has a blast radius of 0 APs
This explosive is in a cylinder four inches long with a radius about the size of a quarter. A metal plate is attached to one side to allow bungee prima cord to be attached to it. Removing the base exposes quick-setting contact cement (STR 6 to resist being removed once placed). Twisting the top of the cylinder activates the grenade with a five-second delay.
Concussion/ Blast Grenade [Body: 2, Bomb: 6, Sonic Beam: 6, Flash: 6] Sonic Beam is Area Effect, Bomb has a blast radius of 0 APs.
The concussion/ blast grenade is in a four-inch-long cylinder with a radius about the size of a quarter. It can be set for either an explosive charge or a flash/ bang charge. The dial at its top allows the character to set from a delay (of anywhere from three seconds to 40 minutes) on detonation with an optional radio command detonation setting.
Bungee-Prima Cord [Body: 1, Bomb: 4] Bomb has no range
A rope-like explosive, bungee-prima cord stretches up to twice its length and must be set off with another small charge. It is often used to link several explosive charges, using the cord to trigger every charge after the first.
Universal Tool [Body: 8, Recall: 10]
A device for any electronics work, the Universal Tool is nine inches long and weighs three pounds. Its casing is made of hardened steel and can be used as a hammer without damaging it.
Inside the tip are a variety of different tool points, including different sizes of Flathead and Phillips screwdrivers, torque, box, and star drive wrenches, an electro pick lockpicking device and drill bits for limited drilling. The selector sleeve rotates to connect the desired tool with the internal drive unit.
The base of the Universal Tool contains a full lineman's kit, multi-line analyzers, CPU and RS-232 logic-controlled break-out boxes and analyzers, an EPROM reader and writer for cell phone analysis, advanced oscilloscope and vectorscope functions, taps, and jumpers. The device can record and playback any signals-including radio, broadband cable, HDTV, and other such frequencies.
The device is powered by a mini fuel cell, but it also has both AC and DC external power jacks.
Using this device gives a +1 CS bonus to lock picking rolls, computer ops rolls (for hardware only), security systems
rolls (for attempting to bypass security), and to engineering and repair rolls
AEROSOL SPRAYS
All of the following aerosol sprays are in cylindrical canisters five inches long and about the size of a quarter in diameter.
Rapid Room Filling Fogger [Body 1: Fog: 9, Ammo: 1]
The fogger fills a 20-foot-square area with a thick fog. The canister is good for one use only.
IR Paint Marker [Body: 1]
IR paint, which is virtually invisible under normal light, glows fluorescently under view with infrared goggles or infrared light. The canister holds eight ounces of paint.
Foaming Explosive [Body: 1, Bomb: 5,Ammo: 8] Bomb has a blast radius of 0 APs
A compound much like plastique (plastic explosive), this foam detonates when an electrical charge is passed through it. The canister contains eight ounces of foam. the Bomb rating above is for 1 ounce. Add 1 AP for each additional ounce used.
Electronic Device Freezer [ Body: 1, Mental Freeze: 8, Ammo: 1] Mental Freeze only works on electronics
This is a fast-acting liquid nitrogen spray designed to temporarily stop all functions of an electronic device (such as a digital timer). When applied directly to an electronic device's circuitry, it stops all functions of the device for 10 minutes (the spray would be ineffective if used on the outside of a bomb; however if the bomb's casing were removed, the spray would work). The canister has a slender tube attached to it to get the spray into small areas. The canister contains enough liquid nitrogen for one use only.
Quick-Acting Knockout [Body: 1, EV: 10, Mind Blank: 6, Range: 0, Ammo: 10 ] EV Represents the Knockout Gas, RAPs gained equal the time the Opponent will be knocked out.
This spray made up of a concentrated form of VERSED syrup, instantly renders the target unconscious for three hours The spray also has the added side effect of wiping the target's memory of up to five minutes before it is applied. The canister has a dispersal range of 12 inches and contains enough spray to affect 10 people (1 spray per person).
TRACER DEVICES
Burr Tracker [Body: 1, Cling: 3, Radio Communication: 0] Radio Communication is Broadcast only and is scrambled, Cling only works on fabrics
This short-range tracer (maximum 1,500 feet) is only 27 millimeters wide at its greatest point. Made of an ultra-lightweight metal with foil spring snags, it contains a chemical paste battery that lasts for up to one month. The tracer uses a digital Paquette FM tone. This tone has the highest directional signal of these types of tracers, so it can defeat casual detection by being indistinguishable from tuner hiss.
Throwing Tracer [Body: 2, Radio Communication: 5] Radio Communication is Broadcast only and is scrambled
Slightly smaller than the burr type, this tracer is only 22 millimeters in diameter. It uses a battery-powered digital pulse radio with a random broadcast pattern. The edges of the tracer are made of rubber to silence it if thrown onto noisy surfaces. The micro global-positioning unit within sends its position with greater power and a more efficient antenna, which relies on the gigahertz spectrum, making the effective range of this tracer around three miles.
Bat-cuffs [Body: 12]
Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center. They can be removed only by using a special diamond-edged cutting tool.
Folding Batarang [Body: 8, Gliding: 2]
This is the most common of all Batarangs used. It has a hinge in the middle that allows it to be folded in half. When extended, it snaps into place and remains open until the release button is pressed. Normally, up to four of these Batarangs can fit into a Utility Belt compartment when folded. This Batarang uses the strength of the thrower as the EV.
Close Quarter Impact Batarang [Body: 8, Gliding 1, EV: 6]
This Batarang is weighted to do more damage at a reduced range.
Hard Impact Edge Batarang [Body: 8, EV: 7, Gliding: 2]
This Batarang is designed with a hardened steel edge and balanced for more damage at a greater distance than the close-quarter impact type.
Cutting Edge Batarang [Body: 8. Claws: 7, Gliding: 1]
Almost more of a throwing knife than a Batarang, this design incorporates a Rockwell C60 hardness edge with a balanced front to give the greatest amount of damage for its range.
Radio Controlled/Programmable Batarang [Body: 7, Gliding: 1, Radar Sense: 3, AV: 10, EV: 5, R#: 3]
Bonus: MultiĀ·Attacks made automatic action to program the Batarang immediately before throwing it
Note: To determine the max1mum distance the Batarang can be thrown. add the thrower's STR to the Batarang's APs of Gliding.
Minicomputer & Remote Controller System [Body: 3, INT: 5, Recall: 16, Split: 4, Radio Communications: 3 R# 2]
A fully collapsible computer, this 3.3 x 4.5 x l.6-inch system runs a selectable multi platform operating system, including DOS and non-DOS BIOS compact chipsets. Fully deployed, the system contains a 2.6 gigahertz central processing unit, a 650 megahertz bus, a 86 percent standard-sized keyboard, elevated video drivers, sound chips, 3-D engines, system managers, 24x CD-ROM player and burner, secure signal cellphone digital fax/ modem, and global positioning system. It also contains a detachable Batmobile remote controller (Robin & Nightwing each have one for their own vehicles) that relays its signals through the mini computer. The entire unit is powered by a series of miniature fuel cells.
The mini-computer functions as a normal computer with access to the Internet for purposes of computer ops, research, and related skills.
Re-breather [Body: 1, Sealed Systems: 11]
This miniaturized scuba device has two two-inch canisters on either side of a mouthpiece that provides oxygen for up to two hours. The canisters and mouthpiece are five inches long total
Knockout Gas Capsules [Body: 1, Fog: 7, EV: 10, Mind Blank: 6]
These capsules, made up of a compound containing VERSED syrup, break upon contact and release a fast-acting knockout gas that fills a 100-square-foot room. Those caught within this area fall unconscious for two hours and lose their memory of the five minutes before they inhaled the gas.
Regurgitation Capsules [Body: 1, Fog: 7, Poison Touch: 7]
These capsules break upon contact and fill a 100-square-foot area with gas. Anyone caught within this area become violently ill and lose all actions for the next 10 phases.
Smoke Capsules [Body: 1, Fog: 7]
These capsules break upon impact and release a black smoke that will fill a 100-square-foot room. Those caught
within this area are blinded unless their sight is aided (night-vision lenses, magic, sonar sense, etc.).
Tear Gas Capsules [Body: 1, Fog: 7, Poison Touch: 8]
These capsules break upon contact and release a potent tear gas that fills a 100-square-foot room. Anyone caught within this area will be incapacitated (blinded and choking) for 15 minutes indoors or 10 minutes outdoors or in a windy area.
Crime Scene Kit [Body: 3, Analytical Small/Tracking Scent: 8, Recall: 12, Radio Communications: 3, Medicine (Forensics): 10,]
Combining several different forensic techniques, the crime scene kit includes pre-labeled sample bags, various blood drying bags and large sample plastic bags, fingerprinting kit (traditional dust, cyanoacrylate with sticky tape, special lighting methods, and others), odor-analyzing micro gas chromatography with downloadable data, and an independent detachable video camera. The camera has simple editing and time-line notation software and is able to be left behind for semi-autonomous functioning.
The camera and computer within the kit have direct links to the user's suit, their vehicle, and the Batcave. Using the crime scene kit gives a +1 CS bonus to Detective and Medicine (Forensics) rolls.