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Hydragrip
Hydragrip (-2)
Barbed tentacular fronds that glimmer with embedded lights must be carefully woven into the host’s back, from shoulders to waist. Once operational, the fronds swell into muscular fibers that knot together, forming a long, braided limb that ends in a mitten-like fork. The host gains full control of the limb after about 24 hours, assuming the implantation surgery goes well.
When used to attack, the hydragrip offers Reach +1 and does Str+d4 damage. Grappling rolls made with the hydragrip gain a +2 bonus. Outside of combat, the hydragrip can carry an item or perform rough manipulations such as opening a door. The tentacle is incapable of the fine motor control needed to use or reload a firearm, tie a knot, push a button, or the like.
Enemies may attack the hydragrip with a Called Shot. If damage is delivered to the tentacle in excess of the host’s Toughness, the limb is severed and the host becomes Shaken. However, the wound closes almost immediately, and the hydragrip will grow a replacement limb within 4d6 hours.

