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.
When the arm is activated, it is not yet switched on. Simply a functional cybernetic arm painted orange and black, a handle positioned on the forearm. Once the switch is flipped, the chainsaw bursts forth, sterilized and prepared to kill.
Doctor John Klyzac had lost his arm when he'd gotten into a near fatal car accident. This had taken him out of his job, leaving him without help and guide. But when Primus had arrived, they offered him a deal
Give us medical service, go on contracts, and you get your arm and your job back.
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 Industrial Chainsaw (Greatsword).
You may turn this Effect on and off at will during its duration.
Your body provides you with the functionality of Surgeon's Tools. If used to attack, these "tools" use the same stats as a small knife.
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.
Possession of this Power grants the following Trauma at all times: Hunger for Blood - When activating the switch on this power, make a Self Control roll. You must use it in some way shape or form to shed blood within the result's number of rounds (such as attacking someone or performing surgery). If you do not do this, you must make a trauma roll.
Rasha, in Fallujah lost her arm to the handheld explosive thrown into her bedroom. The powers that be decided to invest in Rasha and a cybernetic prosthetic arm was gifted to her by a mysterious man in the back of an Alley. The arm resembles an arm covered in silicon to have a synthetic appearence. However at her command a blade can extend from the top of her arm to slay her foes.
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 be used to attack in exactly the same manner as a Thrusting sword.
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 ring is from black, stainless steel, displaying multiple tentacles that wrap around the finger. Inside, the letters "H.P.L." are engraved. Once used, the tentacle that emerges is of a dark, purple hue, with a sharp tip at the end.
"Back in the 1930s, an unknown wizard made this ring for his favorite writer. Get this, though: The dude died before he could send the gift. So, through the years, it was passed along to multiple hands, and eventually, it ended with you! Crazy, right?"
-The Talent that gave Donum Profunditatis to Julio.
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 warhammer.
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.
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. 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.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
The user extends a tendril of bundled veins that seek other creatures.
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 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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
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 incapable of fine object manipulation.