The Long Arm of the Law

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You possess an extra appendage.
Used by Bo Perkins, Created by shady.

Bo's missing arm has been replaced with a psychic phantom limb.


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.

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 or retract your limbs once per Round on your Initiative.

Community Extra Appendage Gifts

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 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 (To fight the closest living thing, even the user if there is nothing else), 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.

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. 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 gain the following benefits as long as you are wearing this Artifact.

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.

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.

The maw slits Bert's gut and the tongues reside in the maw. These mutations are round, pink, and currently featurless, looking less like a product of nature and more the effects of horror film. But they have reach and strength. That's what matters.

You gain the following benefits at all times.

You gain 2 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 can stretch to reach an additional 30 feet.

Possession of this Power grants the following Battle Scar: Writhing Gut.

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

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.

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. 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.