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.
The right arm of Ferreteous. Looks like a ferret arm with a posable thumb for fine object manipulation.
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.
The limb itself is long, and dripping with ‘staticy’ goop. It crawls out of the mouth and goop falls from the gaps in the teeth. It acts as Lucius’ tongue.
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 Acts as a whip.
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.
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 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.
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.
A thick, black tentacle that seems to live hidden within the afflicted's chest, bursting forth when summoned and slowly coiling up once it is no longer needed, sealing the grievous room behind it in thickened scar tissue, which at all times feels clammy and dead to the touch.
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 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.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an inky tentacle that seems to burst from the afflicted's chest, appearing to puncture the skin and causing the sound of splintering bones when summoned..
Possession of this Power grants the following Battle Scar: Horribly Disfigured - Your chest is concaved due to an interdimensional voyage gone wrong! (Any damage dealt towards your soft spot will deal an additional 2 damage. If an attack could feasibly hit your soft spot, flip a coin. On a fail, it hits your soft spot).
Taking advantage of your unstable timestream, you focus in order to fracture it and attempt to critically destabilize an object within striking distance.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a duffel bag (35 liters). You must actively and obviously use a hammer or pickaxe to activate this Effect. Roll Brawn + Melee Difficulty 6.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your form appear to fracture like a glass pane before reforming and striking the object with a sickening *crack* like bones breaking.
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.