Tool Limb

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Tool Limb (Major) by Stone Gargoyle, based off of an idea from Dragon blaze 99

The hero has an arm with the ability to become various mechanical tools.

1.Tool Arm - Revised (same as minor super ability): The character has the ability to alter one of his limbs(hand and forearm) into a variety of mechanical tools as needed. The various implements cannot be removed from the body but otherwise work like tools.

Minor Tools: These include wrenches, hammers, crude blades, pliers and screwdrivers, as well as lock picks and pry bars/crowbars. Blades and small tools are made from the fingers and are not intended for melee weapons(there are other powers for that). The hero can adjust tip sizes, socket radius, etc., with a thought.
Major Tools: Mechanized tools which are simulated cost of a hit point when created. This create a, say, jackhammer, drill or buzzsaw that can run at full rotational speed and/or power. They are considered air tools, working by virtue of compressed air and producing very little sound. these are considered to be the strongest possible, capable of cutting through reinforced steel as if diamond tipped.
Range: Reach; but can extend the limb to twice its length if needed to form a jackhammer or similar tool.
Duration: Can keep the Tool Arm available for as long as necessary.
Damage: The weapons inflict damage as per a real weapon, +1d6, however blades cannot be longer than a finger. A High powered drill will do 3d6 damage; a buzz saw will do 4d6 damage.
Bonuses: +1 initiative, +1 to strike and parry
Attacks: Uses one melee attack/action to create a minor tool. Major tools require 2 melee attacks/actions to restructure the limb.
Other Abilities and Bonuses:
+10% to Mechanical and construction skills, as well as Pick Locks
+1d4 PE

2. Special Features: The major version of the power allows the creation of additional tools.

Suction Cups: Can create these on his finger tips, adding +15% to pickpocket and imposing a penalty to disarm of -4.
Grappling Hook and Towline: Costs 1 HP to create, uses a rewind device that recoils the line.
Range: 120 feet, +20 feet per level
Weight Tolerance: Twice the character's weight.
Damage: 1d6 as weapon
Acetylene Torch: A cutting torch may be created at the cost of 1 HP and is a form of energy expulsion. Cuts through thick metal at a rate of one inch per melee round.
Range: One foot
Damage as Weapon: 1d6
Amplified Sound Detector: This costs 1 HP to create and allows the character to turn the hand into a piece of listening equipment with a parabolic mirrored dish forming in the palm and the fingers becoming cables, three of which have listening sensors and two of which act as headphone cables. Triples normal hearing and creates a parabolic affect so as to allow the character to hear tumblers when safecracking, etc.
Range: Reach, but can be extended to twice the normal length of the limb to extend cables.
Duration: Can keep available for as long as necessary.
Penalty: Has no initiative and bonuses to dodge and parry are half while the character is keenly focused on the sound, leaving him open to attack or surprise by an outside source.
Bonus: +20% to locksmith and safecracking skills

3. Other Abilities and Bonuses:

+1d6 to damage inflicted by the limb when not altered
+1d4X10 SDC
+5% to other rogue and espionage skills