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Tuesday, March 14, 2017

WDMA Abilities Arsenal Update

Tool Arm

This is the ability to use a portion of your body as if it were a tool. You can weld, you can locksmith, you can screw off lugs nuts, or, most commonly, you can plug yourself into computerized equipment. Persons with this ability have an extra limb or a specialized arm/leg attachment which can be used like any number of tools.

Mechanics:  This ability cost 25 points plus the level’s ACT. The linked  level is used as the active level when making specific stunts with this ability. An example of such a stunt roll would be using your finger’s special senses to pick the lock on a safe. This ability lends itself to being combined with ULTILITY BELT and TRICK WEAPON. When combined with either of these abilities, it enables the user to substitute the TOOL ARM level for ACC or any active level when either ULITITY BELT or TRICK WEAPON are deployed. In order to be effective when combined with these powers, Tool Arm would have to be linked to a level greater than Mutant or the character’s ACC. This power has the following applications:

Appraisal: Can determine the value, origin and authenticity of any man-made thing. May also determine what something is made out of or whether something is of normal or extranormal origin.

Chemical and Pharmacy Reservoir: Character is capable of carrying a gallon of assorted chemicals and drugs in dry or liquid form. These are considered to be of a conventional nature unless otherwise defined. (User has a standard chem lab and access to common first aid and trauma medications.)

Construction (Tools): Allows the user to perform standard construction tasks including carpentry, cobbling, electrical work, metal bending, riveting, cement work, plumbing, welding and the like.

Cyberjack: Character is capable to imposing on any wired or computer controlled system. Must be in physical contact with an output device or control hub. In general, users should be allowed an opportunity to disable systems or take control of computer driven operations.

Electric Source: User is toting about a somewhat powerful source of conventional energy.

Emplacement: With preparation, user is capable of remotely operating weapons and vehicles. Also allows user to plant eavesdropping devices. Range is equal to the level’s ACT in miles. Range can be extended to SAVE in miles for 10 points or the cropping of another function.

Extend: User is capable of extending his Tool Arm or portions thereof up to the level’s ACT in meters. Range may be increased to SAVE in meters for 10 points or the cropping of another function.

Extruder: User can blow glass or squirt fluids or spray gas out of his Tool Arm. Range is equal to the ACT in meters. This is a tool, not a weapon. Application may only perform one task at a time.

Fashion Tools and Parts: User carries a limited capacity to create plastic, wooden, ceramic, electronic and metal components and tools. These objects are either of a conventional nature or are patterned directly after an example the user is in possession of. User is also assumed to have access to a nicely outfitted lab, tool works or garage. This base can either be mobile or in a set location, but its capacity is not considered instantly available.

Forgery: User is capable of imitating signatures and creating replicas of various documents and types of identification.

Jury Rig: User is capable of making immediate temporary repairs to mechanical systems. The Tool Arm itself may be used to replace or bypass missing or damaged components.

Locksmith: User is capable of bypassing mechanical security mechanisms. Enables the user to pick locks. Also allows the user to pick pockets and otherwise conceal small items within the Tool Arm.

Operate Machinery: Allows the user to operate heavy machinery and drive or pilot vehicles.

Speaker: User has a sound system which can act as an amplifier, bull horn or public address unit. Can also imitate and project noises.

Tailor: You can sew and make repairs to fabric.

Whack: Tool Arms adds half of the level’s ACT in dice to the character’s HTH Damage.


  • Missile. In lieu of making a HTH Attack, the Tool Arm can launch missiles once every five actions. The missile causes the ACT in dice of damage and has a range of SAVE in meters. Additions to missile damage may be allocated for at a one point per dice cost, however the fire rate may not be increased.
  • Discharge. The Tool Arm may also project a blast of force causing the SAVE in dice of damage with a range of the ACT in meters. Discharging this blast disables the Tool Arm for the next SAVE in actions. The range of the discharge may be increased at an allocation cost of one point per meter. Damage may be increased at a cost of one point per dice. No other conditions may be modified.
  • Alternative Weapon Bonus. As an alternative to either the missile or the blast it adds to the attack of another power or weapon. This bonus is: Below Average to Skilled 3 dice; Talented to Heroic 5 dice; Mutant to Inhuman 6 dice; Extreme to Demonic 8 dice; Legendary to Omega 10 dice. If you take this alternative, the Tool Arm loses the Missile and Blast functions. 

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