A wide bronze ring, able to shrink down to fit around whoever wears it. The ring has the image of a hammer impressed on the front. Pressing one's thumb against the symbol causes auditory hallucinations of a blacksmith's workshop and a quick impression of the scent of overpowering sulfur. It's made to slip over the stump of a missing arm or leg, completely bringing it back for as long as it is fitted. The bronze is much lighter and stronger than it should be.
When it is in use, the flesh seemingly regenerates, remaking the limb in perfect health, making it as much like the original limb as possible, including birthmarks and scars. The scene is like watching a time lapse film of a creature like a gecko regenerating a lost limb, starting stubby and filling in. If the limb is a leg or foot, the foot portion can become dexterous with a thought.
Hephaestus often made wondrous creations but none of them could truly help him overcome the limitations of his godly flesh. This ring was one attempt, an attempt to restore strength to his legs (the ring has a twin but it has long since been lost). However, the ring only works on missing limbs, not crippled ones. Furious, the god of fire and creation threw the rings out of his workshop, letting them roll to the foot of Mount Etna where they were retrieved at a later date by a daring Athenian merchant.
You gain the following benefits as long as you are missing a limb 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 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.
Gaining more specific control of your wax body allows you to now create and control an extra 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. 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 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 turn this Effect on and off at will during its duration.
The child looks at you, and there is something in their eyes that is far too old and far too pain-filled to belong in the eyes of a child this young. They lift their hands beseechingly, as if begging you to stop this, and claws rip through the skin of their knuckles, blood dripping down their wrists. They look up at you, and there is blood in their teeth, somehow.
Exert your Mind and spend a Quick Action.
You transform into a fanged, clawed, scarred, bloodied child for 3 minutes. You have access to all of your Powers while you are a fanged, clawed, scarred, bloodied child, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see this is a child who looks traumatized and like they want to traumatize you. Also the blood just keeps coming out of his claws and fangs the entire time they're transformed.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Possession of this Power grants the following Trauma at all times: Vengeful: An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
After the Contract conner grew a leg but it wasnt his own.
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 garrote.
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 appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Possession of this Power grants the following Trauma at all times: He hears the voice of Ouroborus beleiving the end is coming.
Your Extra Appendage is incapable of fine object manipulation.
Fibrous strands of metal stretch outward from the point of contact with the wielder. When not in use, the primary tendril forms a perfect physical replica of Felix Law's left arm. Additional resting tendrils wrap tightly around the first.
The tendrils display some instinctive independence, and can extend, recede, contort, sharpen and liquefy as needed.
You gain the following benefits as long as you are wearing this Artifact.
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 thrusting sword.
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.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Anyone wearing an artifact with this Tengri shaman enchantment will have the ability to sprout an additional arm from their back, as long as the arm is able to immediately get a hold of a melee weapon. In the blink of an eye the item will send out veins and skin, made from the same material as the weapon it will grab, to the location on the body where a new arm will bulge out.
This complex set of anorganic and organic parts works like an archaic magical computer and destroying the limb will result in it needing to be fixed by a shaman with the help of divine powers.
It is said that great warriors in past times wore many of these enchantments at the same time, a sword in each additional arm, appearing as if they grew wings made from wood and steel, which led to the spell receiving its name: The Iron Wings.
You gain the following benefits as long as the limb only operates a melee weapon 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. 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 turn this Effect on and off at will during its duration.
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 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.