Discovering his own genetic make up leads up to a whole lot of interesting discoveries, like how his jaw can extend up to 30 feet in length, and has a Iron grip strong enough to grapple someone all by itself. the biggest benefit of all though, is his teeth all growing to the size of knives, for better cutting power, though such perfect teeth caused Mako to get a obsession with cleaning his own teeth
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 Knife.
Your extra appendage can stretch to reach an additional 30 feet.
Possession of this Power grants the following Trauma at all times: Compulsion to clean and sharpen teeth after a kill.
Your Extra Appendage is incapable of fine object manipulation.
Putting on the mask, he takes a deep breath in as black fumes emanate from it. Breathing though it, a large, black, ooze-like arm forms from his back, near one of his shoulders.
It follows the same motion that his arm makes, depending on what side it is on. This is easier to focus on, but he can move them independently.
Exert your Mind and spend an Action. You must actively and obviously use Korvus' Metallic Mask 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 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 extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
he takes off his jacket to show deaths secret weapon dark black metal arm.
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.
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.
I don't really know what there is to say. He has a monkey tail.
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.
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 extra appendage can stretch to reach an additional 30 feet.
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.
Your appendage has its own agenda (kill all monsters), 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.
Possession of this Power grants the following Trauma at all times: nightmare.
A thick, black tentacle that seems to live hidden within the afflicted's chest, bursting forth when summoned and slowly coiling up once it is no longer needed, sealing the grievous room behind it in thickened scar tissue, which at all times feels clammy and dead to the touch.
Exert your Mind and spend an Action.
You gain 2 additional limbs that function as standard human arms and hands. 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. 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 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an inky tentacle that seems to burst from the afflicted's chest, appearing to puncture the skin and causing the sound of splintering bones when summoned..
Possession of this Power grants the following Battle Scar: Horribly Disfigured - Your chest is concaved due to an interdimensional voyage gone wrong! (Any damage dealt towards your soft spot will deal an additional 2 damage. If an attack could feasibly hit your soft spot, flip a coin. On a fail, it hits your soft spot).
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.