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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