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Old 07/08/2012, 00:04
    #46
Ulvar
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I hope/am pretty damn sure that Batman has TWO Infinity guantlets in his belt. He also has a few extra infinity gems (Melancholy, Preperation, Adoption, etc) that thanos didn't bother to grab because he knew he'd have to face Batman to obtain them.
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Old 07/10/2012, 04:46
    #47
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Have you guys seen the picture? Looks to me like five pouches, and there's an empty suit display in the center. If I was a bettin man I'd say something goes inside that display.
What I expect/want?
Grapnel gun: This character can use leap/climb and charge. When this character uses charge, don't halve its movement.
Smoke Bombs: This character may use smoke cloud during a move action once as a free action. When this character is dealt damage from an attack, you may chose to give the character knock back. If you do, it may also use smoke cloud.
Tracking Device: When this character hits another character with a close combat attack, put a tracking marker on it if it doesn't already have one. This character and friendly characters ignore hindering terrain for line of fire purposes when targeting characters with tracking markers.
Batarang: This character can use Incapacitate as if it had a range of 5 and 2 targets. When this character uses incapacitate, deal damage equal to the number of action tokens on the target. When a character breaks away from this character, it may immediately make an attack using incapacitate.
I have no real idea for the fifth, but I expect a dial like the gauntlet, with powers like
::trait:: World's Greatest Detective - if all the pouches are equipped to the utility belt, this character has indomitable and outwit.
Learning the Ropes: This character may choose and use one pouch per turn that it can't already.
War on Crime: This character may choose and use two pouches it can't use already. This character can use sharpshooter and running shot.
Always Have What I Need: This character may choose and use any of the pouches equipped. Character gets +1 to all of it's combat values.Character has sharpshooter and running shot, and once each turn may choose a standard power it chan't already use and use that power.

Make it 5 points times the number of pouches.
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Old 08/19/2012, 21:18
    #48
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One or two things... I have heard some players speculating that the Utility Belt will just be DC's version of the Infinity Gauntlet, functioning very similarly mechanically and probably at about the same cost, just with different powers. If this is the case, I'll be pretty bummed out.

The Gauntlet is about power. Wild, uncontrolled, primal power. That's why it works on a random mechanic. The Utility Belt is about preparation. It's the root of all the "given proper time to prepare, Batman could beat anyone!" arguments that we fans always engage in. Mechanically, it should function like Oracle sitting on the ICwO Feat; give the user a power action to click it to a certain click, accessing a certain power set. I don't necessarily think click-switching should be free, but it may be too much to make it a power action. Mayhap a free action if they haven't been given a non-free action that turn?

If the Gauntlet is "I've got too much power for you to handle!" then the Belt is "I've got an answer for everything." It should have "silver bullet" type capacities, including one against the Gauntlet or other Resources. To be fair, in any turn you activate a Resource-nerfing power of the Belt, it should take all the Belt's powers off too.

The Belt should generally be less powerful, as Batman's belt is the root of a big section of his power, but it's not enough to control the universe. As such, it should also be less expensive to add to a team.
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Old 08/19/2012, 21:32
    #49
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Actually I would have loved that if it was a Silver Bullet Belt
Gas Pellet could negate attack powers
Batarangs could negate not sure what
Grappel Gun could negate movement powers
Flash Gerande could negate Outwit/Perplex/PC
Re Breather could make you immune to effects
Handcuffs could negate defense powers
Cowl could give you Bat Ta
Quote : Originally Posted by ThePrinted6 View Post
One or two things... I have heard some players speculating that the Utility Belt will just be DC's version of the Infinity Gauntlet, functioning very similarly mechanically and probably at about the same cost, just with different powers. If this is the case, I'll be pretty bummed out.

The Gauntlet is about power. Wild, uncontrolled, primal power. That's why it works on a random mechanic. The Utility Belt is about preparation. It's the root of all the "given proper time to prepare, Batman could beat anyone!" arguments that we fans always engage in. Mechanically, it should function like Oracle sitting on the ICwO Feat; give the user a power action to click it to a certain click, accessing a certain power set. I don't necessarily think click-switching should be free, but it may be too much to make it a power action. Mayhap a free action if they haven't been given a non-free action that turn?

If the Gauntlet is "I've got too much power for you to handle!" then the Belt is "I've got an answer for everything." It should have "silver bullet" type capacities, including one against the Gauntlet or other Resources. To be fair, in any turn you activate a Resource-nerfing power of the Belt, it should take all the Belt's powers off too.

The Belt should generally be less powerful, as Batman's belt is the root of a big section of his power, but it's not enough to control the universe. As such, it should also be less expensive to add to a team.
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Old 08/19/2012, 22:09
    #50
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I'm confused by some posts on this thread.

Some, I'm sure are just joking around, but we do know what all the items are already - you all know that, right?

As far as what they do, that is speculation.

Month 1: Gas Pellets - I think they will be Flashbang. Smoke and move half or move half and smoke.

Month 2: Batarangs - gives range (6 probably) and an extra . Maybe an extra effect like successful doubles roll gives an action token.

Month 3: Grapnel Gun - gives the user Improved Movement (if so THIS will be the thing everyone complains about).

Month 4: Flash Grenades - uses Grenade mechanic (target square and not a figure), place an action token or simply 'cannot be given an action until the beginning of the next turn' and maybe a modification to defense -1.

Month 5: Re-Breather - gain

Month 6a: Hand-Cuffs - plasticity

Month 6b: Batman Cowl - Batman Ally team ability

I'm sure there will be more to each item, but this is my guess for now.

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Old 08/20/2012, 06:14
    #51
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I am really hoping this is something very cool and not some cheap gimmick with a lousy set of abilities only die hard players will play..... but alas we will see in 3-4months when more info is released...
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Old 08/20/2012, 06:51
    #52
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Old 08/20/2012, 07:04
    #53
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Gas Pelllets - Smoke Cloud as a free action
Batarang- Pen Blast
Grapple Gun - Leap/Climb and CarryCarry
Flash Grenades - Free action ignores stealth
Re-breather - Ignores poison
Handcuffs - successful close combat attack give action token to character
Batman's Cowl - Can use all objects, +1 for all combat values
(20 points when full)

Just a guess...
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Old 08/20/2012, 09:15
    #54
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Quote : Originally Posted by jtjgundam View Post
lol, fair enough. I concede defeat on the shark jokes. But seriously, what does everyone want on the belt?
I really DO want the shark-repellent bat spray. Even though I know it won't be there.
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Old 08/20/2012, 10:38
    #55
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I'm already tired of facing the Gauntlet on every match of every tournament at my venue, so I'm pretty sure I'll be sick of facing all the crazy support powers the Belt will give to everyone -_-
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