A mass of thin, writhing tendrils that burst forth from the upper portion of his body, twitching and scanning the environment like a living sensor array. These tendrils are constantly in motion, moving with an eerie intelligence of their own, sensing threats and opportunities in the air.
When activated, the tendrils lash out with terrifying speed and precision, attacking anything within their reach. They seem to act independently, striking at enemies or grasping objects with a mind of their own, as if they are extensions of Norman's rage and hunger for justice. The sight of these tendrils, flailing and striking in all directions, adds to the chaos and horror of Norman's eldritch transformation, making him an even more unpredictable and deadly force on the battlefield.
You gain the following benefits as long as you are in the Eldritch Beast form.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage is incapable of fine object manipulation.
Norm unhinges his jaw and from his gaping mouth juts a fleshy grey-pink tendril riddled with dark lesions oozing clotted black liquid
Antannae has limited mobility (can crudely wrap around something but doesn't have fine motor skills)
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Lasso/whip.
Your extra appendage can stretch to reach an additional 30 feet.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see his jaw unhinge.
You have a thin, maneuverable tail. It's extremely handy for skewering marshmallows.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your body provides you with the functionality of a lockpicking set. If used to attack, these "tools" use the same stats as a small knife.
Your appendage has its own agenda (a little mischievous!), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.
The Claw of Akhekh is an old Gauntlet that magically bonds to a host, taking the place of their right arm. It is made of a strange living metal, and is similar in shape to the claw of a dragon. It possesses numerous mystical abilities, including the power to stretch and warp its shape, extending over 30 feet from its wielder. It is intelligent, capable of independent action from its wielder, but can be controlled through the magical bond it creates, as well as feedback from the tendrils it extends into the body of its wielder. The Gauntlet can remove its tendrils from the Wielders body and be removed, but this removes the benefits it grants to the Wielder.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
You possess four long tentacles around your toothy mouth, used to grab prey.
You gain the following benefits at all times.
You gain 4 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Possession of this Power grants the following Battle Scar: Squid Face.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Your Extra Appendage is incapable of fine object manipulation.
An extra claw, identical to her other two, can be created anywhere on her body. She diverts mass from her body in order to form this new appendage, making her body slightly smaller.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may turn this Effect on and off at will during its duration.
Your Extra Appendage is incapable of fine object manipulation.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.