Tools of the Trade

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Tools of the Trade (Major) by Stone Gargoyle, inspired by ideas from Dragon Blaze 99

Similar Alter Limbs, the superbeing with this ability can change flesh and blood parts into mechanical forms to aid him.

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. Suction Cups: Can create these on his finger tips on both hands, adding +15% to pickpocket and imposing a penalty to disarm of -4. Can also use them to hold glass and other surfaces while cutting, but not for climbing purposes.

3. Climbing Claws and Spikes: The character can create spiked claws which form on his palms and the bottoms of his feet.

Damage Bonus: +1d6 to palm and foot strikes while spikes are out.
Climbing skill bonus: +30% when climbing wood and stone surfaces

Note that these must be retracted in order to run and walk properly.

4.Grappling Hook and Towline: A lesser form of matter expulsion, the character can shoot a grappling hook out of bone and a line made of material similar to muscle sinew which he can use to rappel up and down the side of buildings and rappel across openings and chasms(will be shot from arm not serving as Tool Arm)

Range: 50 feet per level
Weight Tolerance: Twice the character's weight. Going over this limit will cause the line to tear, a very painful experience.
Damage: 1d6 as weapon
Bonuses: +3 to strike(aimed), +10% to rappelling skill when using this ability.

5. Parabolic Hearing: The character can focus on hearing tumblers and other machine noise, ignoring all other sound

Range: 200 feet per level. Tuning out other sounds takes only one melee action.
Duration: 30 minutes listening without pause, per level
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 safe cracking skills

6. Other Abilities and Bonuses:

+1d4X10 SDC
+5% to other rogue and espionage skills