Compartment Sizes (for reference)
- Small (big enough to hold a roll of dental floss or two large marbles)
- Medium (big enough to hold an X-acto knife or carton of cigarettes)
- Large (big enough to hold a flare gun)
STEP 1: Compartment Combinations (1d8)
2 small = 1 medium
3.5 small = 1 large
Chart below is generous with sizing
- Six small
- Four small, one medium
- Three small, one large
- Two small, one medium, one large
- One small, three medium
- Two medium, one large
- Three large (third must be in back)
- Select any 1-5 but one small compartment is missing
STEP 2: Contents 1d20
Anything really, but below are some suggestions that you can select from or choose to roll randomly. Be sure to stock compartments with the correct sizes or you risk rolling on the Mishap Chart at bottom. Oh, and you can of course opt to keep as many pouches as you see fit empty until you need them in play.
SMALL
- Matches
- Bionic eyeball
- Compass
- Multi-use tool
- Rare Earth magnet
- Two vials of liquid (poison, medicine stims, etc.)
- Votive candle
- Two smoke bombs (explode on contact)
- Sewing needle or eyeglass repair kit
- Dental floss
- Pencil sharpener
- Robot restraining bolt
- Lucky rabbit's foot
- Lighter
- USB drive
- Gas pellets
- Woodwind reeds
- Pocket lint
- Power crystal
- Flavor crystal gum or breath mints
MEDIUM
- One grenade
- Two clips of ammo
- Bag of marbles or jacks (but not both)
- Nutri-ration bar
- Pack of cigarettes
- 35 meters of grapnel wire
- Hypodermic needle kit
- Lucky flask
- Pack of cards
- Infravision glasses
- Lockpick tools
- Mini ARC reactor (single-game use only)
- Rebreather mouthpiece
- Memory neurolizer
- Communicator
- Detonator with timer
- Discarded cellophane wrapper
- Two flat shuriken
- Small flashlight/torch
- Two roach motels/one D-CON rat bait
LARGE
- Flare gun
- One-way grapnel
- Two-way zipline grapnel (back compartment only)
- Pair of tube socks
- Two mini-boomerangs
- Medium flashlight/torch
- Sub sandwich
- Diving goggles
- Universal remote
- Single brick of plastique
- Data pad with port cable (.3 meter cable)
- Surgical tools
- Universal translator
- DNA sampling kit
- Holy relic or totem
- Belt hoops for two 12 cm stakes
- 80 meters of grapnel cabling
- Single adult diaper
- Neuro-wetwire skull cap
- Pair of boot crampons
MISHAPS
Select appropriate situation and roll for mishap on 1d4.
Too many undersized objects in an oversized compartment
- cannot free objects for this round (too full or object is "stuck at the bottom" of a large compartment)
- opening causes overstuffed objects to tumble to ground, lose initiative this round
- same as 2 but enemies roll to see if you are detected
- same as 2 and 3 but objects cause tear in compartment making it useless
Oversized object(s) in compartment
- object tears whole in bottom immediately, rendering compartment useless
- opening causes oversized objects to tumble to ground, lose initiative this round
- same as 2 but enemies roll to see if you are detected
- same as 2 and 3 but objects cause tear in compartment making it useless
- wrong object selected, improvise or miss turn
- wrong object selected, miss turn, improvise not allowed
- correct object selected, drop second object of GM's choice
- correct object selected, take no penalty
Enjoy!
Awesome. I love this series of posts and the utility belt will come in handy for a Supers game that I'm planning.
ReplyDeleteThanks Risus! I'd love to hear how this works for you in your campaign. Feel free to post here again or drop me a line (email at upper right).
ReplyDeleteBTW, I updated the sizing chart, a large should be about the same size as 3.5 smalls. I tried to shy away from actual measurements instead focusing on objects, I hope it will be enough to give the idea of what can fit inside rather than exact dimensions (snore!).