A masterfully-crafted prosthetic arm. Hundreds of fibrous machines with varying degrees of complexity are encased in a precisely-carved shell of cherry wood. Depending on the nature of its actions, the arm vents bursts of steam, fires yellow sparks or vibrates like a motor.
Near-futuristic mechanical bonds link the shoulder to the body, while the bicep houses a series of motors that govern the movements of the forearm. Coolant is vented at the wrist in short bursts of steam, and the digits flex noiselessly, controlled by a second series of motors in the knuckles.
In addition to fully replicating the functions of a normal arm, a ring of dynamic pins in the wrist can launch the (detachable) hand at a moment's notice, and recoil the connecting cables just as quickly. Furthermore, the digits on the hand can constrict in a cylindrical pattern, independent of the rest of the appendage.
The outer casing of wood is fully pressure-treated and finished with fire-retardant wax for an extra degree of safety.
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.
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.
Black iron chains imbued with dark magic extend from the mark left on the victim of this curse. When not given commands, they wrap around the user's arms and upper body.
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 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.
Possession of this Power grants the following Battle Scar: Magical brand on chest and back from which the searing chain links extend from.
Three semi-physical hands, appearing from behind her, formed by a large pineal gland
You gain the following benefits at all times.
You gain 3 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 be used to attack in exactly the same manner as a sword.
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.
Possession of this Power grants the following Battle Scar: soft spot, soft spot, and soft spot.
Possession of this Power grants the following Trauma at all times: Lucy, The Voice, and BPD.
A large arm sprouts from your upper or lower back.
Exert your Mind and spend an Action. This Effect cannot be used unless You are in your Yaksha form..
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.
You may only use this Effect once per day.
Your Extra Appendage is incapable of fine object manipulation.
Extra hand, wow.
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.
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.