Auxiliary Third Arm
A third, smaller arm grafted under the primary pair, run from a slaved nerve line.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 3 |
| Category | cyber-prosthetics |
| Kadiss Signature | grey-market |
| Origin | Black-clinic body-modders, heavy-weapon gunners who reload on the move, and thieves who need a hidden hand. |
| Rek Cost | 34000 rek (grey-market body-mod, or 30000 rek black-clinic install off-grid) |
Notes
Benefit: A third, smaller arm grafted under the primary pair, run from a slaved nerve line. Hold, reload, or pass an item while both hands are busy, +1 to two-handed tasks, manipulate an off-hand object as a free action once per round, and make one off-hand unarmed or light-weapon attack at -2 each round. Moderate benefit level.
Install Risk: Mechanics DC 17 to graft the slaved arm and map the nerve line. Recipient makes a Fortitude save DC 14 or gains Botched Implant: nerve cross-talk (-1 to Dexterity tasks with the original arms) until a Mechanics DC 15 recalibration. Failure by 5+ paralyzes the slaved arm for 1d4 days.
Signature: Grey. A third arm is a body-mod, not rehab hardware; licensed only to specific industrial roles, it reads as unlicensed augmentation on the Kadiss grid and draws stares in polite company.
Strain: The slaved nerve line steals bandwidth from the primary pair; until the wearer trains with it (one week, or a DC 14 Dexterity check each morning), -1 to Dexterity tasks with the original two arms. The arm shows under tight clothing and on any body scan.