Cherrythumb What is lost, is rebuilt.

2
This Artifact grants you an extra appendage.
Used by Felix Law, Created by MackAndSneeze.
On Legendary Artifact Law's Parathesis.

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, each digit on the hand is equipped with a set of silver electrodes that can administer a powerful electric shock when triggered.

The outer casing of wood is fully pressure-treated and finished with fire-retardant wax for an extra degree of protection


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 handheld stun gun.

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.

  • You may stretch or retract your limbs once per Round on your Initiative.

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Community Passive Gifts

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

You gain the following benefits as long as engaged in combat with Psychic Bow.

You receive +2 dice to all rolls using Psychic Bow. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • All-Terrain Archer: Your attacks made with Psychic Bow never suffer penalties due to movement or environmental conditions. This includes sprinting, climbing, firing in the rain, etc.
  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Hail Storm: You may Exert your Mind to make an attack with Psychic Bow against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • Pin Down: If your attack hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • Pincushion: Any attack or Effect activation roll against a target that already has one of your projectiles stuck into them is rolled at -1 Difficulty.

You gain the following benefits at all times.

Your Perception rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.
  • Lightning Rod: You may spend a Reaction to make yourself the target of any Mental or Influence Effect you are aware of, so long as it is directed at a target within 30 feet of you.
  • Reveal Yourself To Me: If you succeed on a Mind resistance roll, you understand who was targeting you and what the intended effect was.

  • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits at all times.

You are permanently and visibly transformed: _into a childs corpse_. You are considered to be a Sapient, Living being when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

Stock Passive Gifts

You gain the following benefits as long as the target object has a cutting edge.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as treating an Injury.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by electricity is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.