Forbrukt It will take

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This Artifact grants you grants you an extra appendage.
Used by Owen Vanderstraaten, Created by Ravvie.
( You must wear or wield this Artifact plainly to receive these benefits.)

The creature, once imprinted with the genetic makeup of its host, is able to seamlessly replicate the look, feel, and functionality of a regular human arm, with the added ability of sprouting a jagged blade from the palm. The creature will subconsciously drive its host to consume more than the average person in order to glean some sustenance and sustain itself.

The creature requires a genetic imprint of the original limb that it is replacing, and must entirely consume the limb that it replaces. If the original limb is regained, it ceases to function, reverting to an amorphous wad of fleshy substance.
If the artifact this gift is attached to has the Sultende Klo gift as well, it may be used as the grindhouse weapon in place of a regular knife.


You gain the following benefits as long as you allow the creature to consume and replace your arm and 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 knife.

You may turn this Effect on and off at will during its duration.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Host. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Your Extra Appendage is incapable of fine object manipulation.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Community Passive Gifts

You gain the following benefits as long as Only active while he has fed on blood within the last 12 hours (1 liter human, 4 liters animal.).

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a A small clicking sound of his tongue to “ping” with your echolocation each Round you wish to use it.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

Possession of this Power grants the following Trauma at all times: Nightwalker: Suffer a -3 penalty to all rolls made while exposed to direct sunlight..

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

Edit: This is a good power - would be advised to add Falling Crane strike & Finesse with points saved elsewhere.

You gain the following benefits as long as you are engaged in combat with Knives.

+2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.

In the ancient days, Nicneven, the revered fairy goddess of the Scottish Highlands, sought to empower her chosen champions, the early members of the Lasair Nicneven with these magical rings to prove their attainment of knighthood. These were the warriors and mystics who dedicated their lives to protecting the land from dark forces and preserving the sacred traditions of the Highlands.

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

Any Injury you receive from a source other than Extremely Cold Attacks (Fire Physiology) heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Injuries you receive from Extremely Cold Attacks (Fire Physiology) are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits at all times.

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

Your appendages can reach an additional 30 feet.

You may make a +2 Weapon Damage Stretch Punch/Kick attack without additional equipment.

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

  • You may stretch or retract your limbs once per Round on your Initiative.
  • 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 as long as the shield remains unshredded and you are wearing this Artifact.

Your senses are enhanced in the following way.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses. If one of these senses does become suppressed, you may Exert your Mind to end the effect.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

Stock Passive Gifts

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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.

You gain the following benefits as long as you are in werewolf form.

You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

You gain the following benefits at all times.

Your Perception rating is increased by 1. 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:

  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive.

You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.