Agents of BIFROST
Combat Utility Webbing
Field Agent in White Combat Webbing
The SHIELD Combat Webbing is an innovation in the art of equipment storage. Built of a Kevlar reinforced material, the webbing consists of many pouches, clips, and loops for holding and storing equipment. There are also two holsters (one hip, and one shoulder). The ingenious design also contains a secret weapon; a flexible saw hidden in the material of the belt itself!
The Combat Webbing is mission configurable, but also comes with the following standard contents; Bomb Disposal Kit (1), Bug Detector (1), Climb Grips (1 set), Code Book (1), Crime Scene Kit (1), Disguise Kit (1), Earwig Communicator (1), Flare (2), Flashlight (1), Handcuffs (2 pairs), Lockpick Set (1), Med Kit (1), Micro Frag Grenade (2), Micro Smoke Bomb (2), Micro Tear Gas Grenade (2), Mini Binoculars (1 pair), Mini Camera (1), Mini Recorder (1), Rebreather (1), Security Analyser (1), Thermite Pellet (2).
Game Statistics
BELT
1d6 Ranged Killing Attack (RKA)
Advantages/Limitations
No Range (Despite being a “Ranged” Killing Attack, it cannot be used at Range (Functions as a HKA to which you cannot add Strength bonus damage)
Continuous (The Attack’s damage continues until you stop applying the attack, or change targets).
Inobvious Inaccessible Focus (The Power in question is an item, in this case, a Chronometer, although it is not obvious that the power comes from there).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Str Min (5) (you require a Strength of at least 5 to use this weapon without penalties).
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
2H (Must use 2 hands to use this weapon, otherwise it suffers penalties)
POUCH FRAMEWORK
43pt Multipower Pool
Advantages/Limitations
Obvious Inaccessible Focus (The Power in question is an item, in this case, a series of pouches).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
POUCHES (Kits)
Bomb Disposal Kit: +4 to Demolitions
Climb Grips: +4 to Climbing
Code Book: +4 to Cryptography
Crime Scene Kit; +4 to Criminology
Disguise Kit: +4 to Disguise
Lockpick Set: +4 to Lock Picking
Med Kit: +4 to Paramedic
Security Analyser: +4 to Security Systems
Advantages/Limitations (All Kits)
Obvious Accessible Focus (The Power in question is an item, in this case, a Kit, which can be grabbed in combat).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
POUCHES (Tech)
Bug Detector: Detect Active ‘Bug’ (Radio Group)
Advantages/Limitations
360 Degrees (Senses in all directions at once)
Ranged (Although its a ‘contact’ based Detection ability, this gives it the ability to sense things at range)
Reduced Range (10") (normally a ranged power has a significant range, but this is close area, as the signal can be easily interfered with, so the range is significantly reduced)
Affected as Sight Group as well as Radio Group (You Have To B?e Able To See The Screen)
Zero Endurance Cost (Item is Self-Powering)
Obvious Accessible Focus (The Power in question is an item, in this case, a Kit, which can be grabbed in combat).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Earwig Communicator: Mind Link (Specific group of up to any 8 minds (enough to cross-link an entire squad of Agents)), No Line of Sight Needed (It operates on Radio Waves – not eye contact)
Advantages/Limitations
Inobvious Inaccessible Focus (The Power in question is an item, in this case, an earpiece communicator, although it is not obvious that the power comes from there as it is hidden in the ear canal).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Affected As Radio And Hearing Groups, Not Mental Group (as it is a Radio system, not a mental power)
Does Not Provide Mental Awareness (which Mind Link normally does)
Only Can Be Maintained With Others Who Have SHIELD Earwigs (Closed system)
Zero Endurance Cost (Item is Self-Powering)
Flashlight: Images to Sight, 2m Diameter, granting a + 4 to Sight Based Perception Rolls (To Counteract Darkness Penalties)
Advantages/Limitations
Only To Create Light (Instead of highly detailed illusions, the + 4 bonus becomes a counter to darkness penalties)
Reduced Range (10") (normally a ranged power has significant range, but this is close area, but this is restricted to the immediate surroundings)
No Endurance Cost (The Unit is self-powering and does not “run out of power”).
Obvious Accessible Focus (The Power in question is an item, in this case, a flashlight, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Handcuffs: Entangle 2d6 Body, 3 DEF,
Advantages/Limitations
Takes No Damage From Attacks (Cuffs must be specifically targetted, otherwise victim takes all damage)
Cannot Form Barriers (Entangle can often be used to build a wall (Iceman, Spiderman, etc)
Set Effect (hands or feet only)
Does Not Prevent Use Of Accessible Foci (as they are, pretty much, mostly free to move)
No Range (Entangle is usually a ranged attack, but cuffs need to be attached in person)
Must Follow Grab Or Target Must Be Willing (you cannot cuff an unwilling/moving target)
2 Recoverable Charges (once you unlock the cuffs, you can use them again)
Can Be Escaped Automatically With Modified Lockpicking Or Contortionist Roll
Obvious Accessible Focus (The Power in question is an item, in this case, a pair of cuffs, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Mini Binoculars: + 12 vs Range Penalties for Normal Sight Sense
Advantages/Limitations
Obvious Accessible Focus (The Power in question is an item, in this case, a pair of binoculars, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Mini Camera: Eidetic Memory
Advantages/Limitations
Visual Images Only (It’s a standard spy-type still image/silent video camera)
Obvious Accessible Focus (The Power in question is an item, in this case, a camera, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Mini Recorder: Eidetic Memory
Advantages/Limitations
Audio Only (It’s a standard spy-type mini tape recorder)
Obvious Accessible Focus (The Power in question is an item, in this case, a recorder, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Rebreather: Life Support: Breathe Underwater
Advantages/Limitations
1 Hour Fuel Charge (the chemicals in the rebreather will need replacing after 1 hour of continuous use)
Obvious Accessible Focus (The Power in question is an item, in this case, a face mask, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
POUCHES (Weapons)
Flare: 2d6 Flash against Sight Group
Advantages/Limitations
2 Charge (Only two kept in the pouch)
Range Based on Strength (you have to throw it, unlike most ranged powers which just…. reach)
Obvious Accessible Focus (The Power in question is an item, in this case, a grenade, which can be grabbed in combat).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Does Not Work Underwater or In Vacuum (as the chemicals in the flare need oxygen or equivalent to burn)
Linked to second power:
Images to Sight Group 16m Diameter, granting a + 3 to Sight Based Perception Rolls
Advantages/Limitations
2 Charges (each 1 Turn Continuous), (once it starts to burn, it burns for 12 seconds, then goes out).
Only To Create Light (Instead of highly detailed illusions, the + 3 bonus becomes a counter to darkness penalties)
Range Based on Strength (you have to throw it, unlike most ranged powers which just…. reach)
Obvious Accessible Focus (The Power in question is an item, in this case, a grenade, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).;
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Does Not Work Underwater or In Vacuum (as the chemicals in the flare need oxygen or equivalent to burn)
Micro Frag Grenade: 2d6-1 Ranged Killing Attack (RKA)
Advantages/Limitations
2 Charges (2 kept in pouch)
Explosive (Causes full damage at point of attack. Then damages everything in a radius, gradually reducing damage the further from the initial attack you are)
Obvious Accessible Focus (The Power in question is an item, in this case, a grenade, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).;
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Range Based on Strength (you have to throw it, unlike most ranged powers which just…. reach)
Micro Smoke Bomb: Change Environment (16m Diameter), – 3 to Sight Group Perception Rolls
Advantages/Limitations
2 Charges (each 1 Turn Continuous), (once it starts to burn, it burns for 12 seconds, then dissipates).
Range Based on Strength (you have to throw it, unlike most ranged powers which just…. reach)
Obvious Accessible Focus (The Power in question is an item, in this case, a grenade, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).;
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Does Not Work Underwater or In Vacuum (as the chemicals in the combustibles which produce the smoke need oxygen or equivalent to burn)
Micro Tear Gas Grenade: 3d6 Energy Blast (EB),
Advantages/Limitations
2 Charges (each 1 Turn Continuous), (once it starts to burn, it burns for 12 seconds, then dissipates).
Explosive (Causes full damage at point of attack. Then damages everything in a radius, gradually reducing damage the further from the initial attack you are)
No Normal Defence (Armour does not block damage).
Obvious Accessible Focus (The Power in question is an item, in this case, a grenade, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).;
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Range Based on Strength (you have to throw it, unlike most ranged powers which just…. reach)
Does Not Work Underwater or In Vacuum (as the chemicals in the gas cannot function)
Thermite Pellet: 1d6 Ranged Killing Attack (RKA)
Advantages/Limitations
2 Charges (each 1 Minute Continuous), (once it starts to burn, it burns for 60 seconds, before running out).
Penetrating (for each 1d6 of Killing rolled, at least 1 point will get through, ignoring all armour that is not Hardened)
Continuous (The attack’s damage continues until the charge runs out).
Obvious Accessible Focus (The Power in question is an item, in this case, a pellet, which can be grabbed).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).;
Real Weapon (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Range Based on Strength (you have to throw it, unlike most ranged powers which just…. reach)
Does Not Work Underwater or In Vacuum (as the chemicals in the gas cannot function)
No Knockback (there is no kinetic force of note involved. Thus no knockback effects are caused).
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