Appendages [trait]


Cost: 3CP per appendage

You have one or more additional prehensile appendages attached to your body. They can be arms, tails, tentacles or even animated hair.

Standard appendages have the same Strength and reach you have, but they have nothing as articulate as a hand, so you cannot use them to manipulate objects with any fine skill, just hold them.

You can use your appendages to make unarmed strikes for 1d2 NL, but they suffer a -5 (in)competence penalty to hit, and you do not automatically gain additional attacks just because you have additional Appendages. To enhance your Appendages‘ ability to attack, consult the Two-Weapon Fighting rules   and the Two-Weapon Fighting feats for more information on fighting with more than two limbs.

Although a heavy coat or cloak might conceal your extra appendages at a medium distance, there is no way for you to hide them from scrutiny at close range. Furthermore, you must purchase or make customized armour and clothing that fits your unusual anatomy, unless your Appendages located on your body in such a way that they do not reasonably interfere with that armour or clothing.

The physical shape and appearance of your appendages is up to you. They could be cybernetic tentacles, ectoplasmic arms, a monkey tail, or whatever you like.


NB: You have to purchase enhancements for each appendage individually. You can mix and match different enhancements and build various appendages. For example, you can have an arm with a hand and a separate retractable tail with reach.


Enhancement: Climbing Aid
Cost: 1CP

The appendage aids you when you climb; it grants +4 to Climb checks. You can take this enhancement, and gain its bonus, twice per appendage.


Enhancement: Combat Appendage
Cost: 1CP

Your appendage is now an “off-hand” limb for combat purposes. This eliminates the -5 penalty to attack (see above) and allows you to deal your normal unarmed damage with it. Additionally, you gain a +2 bonus on all grapple checks for each appendage that has this enhancement.


Enhancement: Concealed Appendage
Cost: 1CP
Prerequisite: varies

Your appendage is not normally noticeable unless it’s in action. While you can pass without needing customized clothing or armour, you will not be able to put those appendages to use if they are covered with clothing. This is a required enhancement for Animated Hair because it’s already “concealed” (in plain sight).

If your appendage has Reach, then it must also have the Retractable Appendage enhancement in order for you to conceal it. However, if it does not have Reach, then the Retractable Appendage enhancement is not necessary.


Enhancement: Hand
Cost: 1CP

Your appendage now has all the Dexterity and functions of one of your hands although it does not necessarily have an actual hand on the end. It can hold and manipulate objects just as well as one of your normal hands. This enhancement could represent actuators on the end of a tentacle that can manipulate objects like a hand, for instance, or perhaps represent your hair’s ability to separate into finger-like bunches.


Enhancement: Reach
Cost: 2CP per rank

Your appendage is unusually long; it has extended reach in combat. While you do not threaten a larger area than normal, you can strike opponents 5 feet further away than usual in mêlée per rank in this enhancement. The limb is visibly longer than one of your normal limbs, so it could be a 6-foot tail or a multi-elbowed arm, for example. You can take this enhancement twice per Appendage. Its effects stack.


Enhancement:  Retractable Appendage
Cost: 1CP
Prerequisite: Reach

You can now retract your lengthy appendage back into your body, making it the same size as a normal limb. Retracting or extending an appendage is a free action.


Limitation: Weak Appendage
Value: 1CP

Your appendage lacks Strength and power. It has an effective Strength of only 8, or half your normal Strength, whichever is less. Additionally, you cannot perform slam attacks or entangling attacks with it.

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