I’d like the final DEADLINE dossier to have 6d6 gadgets (d66 if you’re nasty) rather than the current 1d6. Or as many as i can do without them getting worse. You’ll probably roll twice for them too.
My current vague “rules” for making gadgets are
- looks like a pocket-sized, era-appropriate item nobody would question you owning
- must do 2 cool things, on a standard spy mission at least one will probably be useful
- must offer a choice
Plus all the normal things that make a good magic item, just a bit more mundane
You can check the google doc for the current d6. I think they’re pretty good! Also I’ve adjusted the text for them a bit lately, just paring down the word count.
Anyway here’s some more. There will end up being some overlap in effect/ability by the time there are 36 of these - this is by design, certain abilities should be common/consistent. Some items might repeat as well I guess.
Ok so,
1. A lighter that can be used normally, or spend all its fuel at once in a single, intensely bright flare. The case is also a powerful electromagnet which can be switched on or off.
2. A flat red lollipop that reveals fingerprints and bloodstains when used like a magnifying glass. Once eaten, it coats the mouth with chemicals that neutralise any poison consumed or inhaled.
3. A wallet that can stop bullets, best kept in a pocket over the heart. It also contains a hidden camera which can take and immediately print a single picture.
4. A single key on a leather fob, easily detachable. Two hidden switches on the fob control the key wirelessly, one causing it to emit a loud whining noise and the other detonating the small explosive inside.
5. A cigar that holds a supply of clean, breathable air. If lit, it quickly burns away in a large plume of thick, acrid smoke.
6. A rolled newspaper, fireproof, waterproof and strong as a steel rod. It unrolls into a single sheet the size of a small parachute but cannot be rolled back up by hand.