Amarjeet's broken leg has been replaced by a sleek, cybernetic model. Largely composed of State of the Art ceramics & polymers, it is still clearly artificial.
Onboard weapon systems include a 12 gauge "shotgun" port built into the knee. The leg is quite strong, & can deliver devastating kicks as a club. Amarjeet has trained extensively in BJJ, & can use the strength of the leg to devastating effect in grappling.
Knee Gun: This weapon can only be fired with accuracy in Melee range, can hold 8 rounds, & is typically fired with a "Knee Strike" motion.
Striking: Kicks delivered by the leg count as strikes from a Baton/Club
The leg can be detached with some effort, & must be repaired or replaced if damaged.
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 Baton/Club and Shotgun.
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 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.
Your Extra Appendage is incapable of fine object manipulation.
The darkness hides a cruel god, willing to give a limb out to those who cherish him. A Black void grows on his back to allow a black tentacle to come out and strike terror and form itself into a elongated huge blade and reach how far it would like too, helping the blessed who are willing to bow down. The Trinket itself, being given to him in a dream after contract after having a conversation with his god and being gifted to him for being faithful and doing what he wishes, only to wake up adorning it and it being the middle of the night with an extra limb.
You gain the following benefits as long as as long as Will only come out in a dim light or complete darkness, if a bright light is on him he must destroy it to use extra appendage and 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 Great Sword.
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.
My ponytail's gonna getcha!
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 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.
Your appendage has its own agenda (Biting helpless victims), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If it chooses to act counter to your desires in Combat, it gets its own Action and controlling it costs your Action.
Your Extra Appendage is incapable of fine object manipulation.
An amorphous limb and hand made of oddly pulsing shadow that is normally concealed by the chef's clothes. When in use, it streams out between shirt buttons, her collar, or whatever other space is available.
Pen's research has led her to an occult book of rituals regarding spirits and related metaphysics. One of the rituals she uncovered allowed her to bind shards of various broken spirits into a hand of darkness that comes out of her body and follows her needs. This is the beginning of her transformation.
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.
Ringo uses his cells and solidifies them to form a jet black reddish blade-like tendril, wrapping it around his arm and using the high density of the tendril as either a sword or a hammer for combat.
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 hammer and sword.
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 a bladed flesh-like tendril coming out from the back of your shoulder.
Your Extra Appendage is incapable of fine object manipulation.
The monster tears a limb off its most recent victim, devouring it within the toothy maw at the centre of its tencled face. It's human body shudders, and several more plant like tendrils shoot from its body.
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.
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.