After his hands removed he got hands with help of Celestia power
Exert your Mind and spend an Action to activate.
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 Sniper.
A chain that beside looking a bit charred, has the end of the chain sharpened/a dagger
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 Axe/Sword.
Your extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Your Extra Appendage is incapable of fine object manipulation.
A second pair of arms, smaller than the main pair, but no less useful.
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 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.
In the latest batch of upgrades, Emily has gained both a finer degree of control over her tail, additional strength in it, and, in a pinch, the ability to secrete an adhesive substance.
She's not entirely sure who asked for that, but she can think of various cases where it could be useful.
'Well... I suppose the Kitsune look is in these days.'
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.
The symbiote has repurposed some of the Hosts flesh to form flexible tendrils made from tendon & muscle fiber & the alien's own fungal, plant-like fibers. These tendrils have an array of sharp, thorn like edges that allow them to easily part flesh, as well as moist, sucking organs that both assist in grasping prey & gorging on blood & fluids.
Exert your Mind and spend an Action to activate.
You gain an additional limb that functions as a standard human arm and hand. Lasts one hour.
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 Thrusting 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 appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
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 Thorned tendrils burst from your body.
Your appendage has its own agenda (Spread the spores!), which it will attempt to follow. You must roll Mind, Difficulty 7 to re-assert control when this occurs. If it chooses to act counter to your desires in combat, controlling it costs your entire Action.
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.