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

Never shall you take from creation's beauty more than you give;
you will walk her fertile lands with famine your faithful companion.

You gain the following benefits as long as 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 reduced to 1/2, rounded up against this Damage.

Possession of this Power grants the following Trauma at all times: Baby mimic, Baby eater - roll self control to not eat the baby.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

This armor is infused with the idea of protection and the Hippocratic oath. The armor must have an image which resembles a shield, likely wings that look like a shield.

It is made with a ritual that uses
- Strong metals, titanium
- A write up of the Hippocratic oath
- Shield Iconography
- A shield pattern worked into the armor

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

You have 8 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.

  • This Effect’s Armor rating cannot be increased by any other Effects.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.
  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

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

Your attacks with firearms deal +1 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
  • Swift Shooter: You may move your full sprint distance and make an attack without a movement penalty in the same Round of combat.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

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

You receive +2 dice to all rolls using crossbows. Reloading is considered a Free Action.

You also gain the following effects:

  • Blood Conduit: Any Injury caused by one of your projectiles satisfies the Conduit requirement for any other Powers you possess. This lasts until the Injury is healed or utilized as a Conduit.
  • Hail Storm: You may Exert your Mind to make an attack with crossbows 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.

Stock Passive Gifts

You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. 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 an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. 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 must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to you are performing treatment near the site of a battle, including Effect activations, receive +2 dice.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

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

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

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

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

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

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 may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • 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.