Lashing Feelers Sinewy tendrils to grab and tear

2
You possess an extra appendage.
Used by Norman Badeaux, Created by donniecesar.
(This Effect may or may not be obviously Alien. )

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.

  • You may stretch, retract, or move your limbs 30 feet once per Round.

Community Extra Appendage Gifts

Exert your Mind (unless the flesh is extremly fresh and has been killed within the last 3 hours) and spend an Action. You must use up 20Lbs worth of flesh in order to activate this Effect.

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 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.

You may turn this Effect on and off at will during its duration.

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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you eat and absorb the flesh, only for it to shoot out of your face forming a horrific mass of tendrils.

Possession of this Power grants the following Trauma at all times: Ambush Predator: You are an ambush predator, your instincts beg you to act when you can. (Each time you are alone with a living creature, roll self control to not start attacking creature with the goal of consuming it.).

Your Extra Appendage is incapable of fine object manipulation.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

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 be used to attack in exactly the same manner as a Drill.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

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.

Doctor John Klyzac had lost his arm when he'd gotten into a near fatal car accident. This had taken him out of his job, leaving him without help and guide. But when Primus had arrived, they offered him a deal
Give us medical service, go on contracts, and you get your arm and your job back.

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 Industrial Chainsaw (Greatsword).

You may turn this Effect on and off at will during its duration.

Your body provides you with the functionality of Surgeon's Tools. If used to attack, these "tools" use the same stats as a small knife.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

Possession of this Power grants the following Trauma at all times: Hunger for Blood - When activating the switch on this power, make a Self Control roll. You must use it in some way shape or form to shed blood within the result's number of rounds (such as attacking someone or performing surgery). If you do not do this, you must make a trauma roll.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits as long as Alternate form is active and you are wearing this Artifact.

You gain 5 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.

Your Extra Appendage is incapable of fine object manipulation.

It is apparent that UA-566-A has a level of autonomous control that occasionally overrides the collective consciousness inside of UA-566. UA-566-A has grappled and bitten a number of researchers in the past, and testing on UA-566 now requires a metal hairnet to keep UA-566-A under control.

UA-566 claims that UA-566-A is a "new addition" to it's "collection," and therefore struggles to follow the commands of the central consciousness. It claims to be improving its control over UA-566-A but a statistical analysis of recent incidents involving UA-566 have demonstrated this to likely be a falsehood.

*Addendum 566-1:* It appears as though UA-566 has developed a stronger neurological link with UA-566-A. It claims to have "worked out their differences" and "bonded over a shared love of eating." Note that UA-566-A has not been recorded to have any interest in anything other than the consumption of raw meat.

*Addendum 566-2:* UA-566 has gained an enhanced level of agility with their limb, being able to squeeze its tendrils into extremely tight spaces without sacrificing manual dexterity. It is now capable of opening doors from the inside of its containment unit. Ensure that security doors are water-tight in order to prevent a security breach.

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. 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 Garrote.

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.

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.

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.

Stock Extra Appendage Gifts

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. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.

Your Extra Appendage is incapable of fine object manipulation.