Mega Claws

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Mega Claws (Major) by Mr. Twist

Original Post:

This power gives the hero claws, on each hand, worthy of fear. The appearance of the claws, physically, is up to the player. They can be visibly composed of bone, steel, rock, or even mistletoe for those fans of mythological stories (tell me if I'm wrong on the plant that killed a Norse God, so I can edit this post). Regardless of the composition, these weapons of destruction strike fear into the hearts of those who know what they are.
Range: These claws extend about 9 inches beyond the knuckles of the hero. They extend from the wrist forward.
Damage': 3D6 at first level, plus 1D6 per each additional level. After 3rd level, this damage can be divided by the number of claws used(there are three per hand. Divide by the appropriate amount, rounded up, depending on claws used. 2 claws means 2D6 + 1D4 per additional level. 1 Claw means 1D6 + 1D2 per additional level).
Duration: These claws stay out as long as the hero wants them to. Since they are retractable, they will disappear back into the character's body with a thought.
Penalties: These claws do damage to the character every time they are extended or retracted. When initially unsheathed, they do 1D6 damage per hand direct to hitpoints. When retracted, they do 1D4 damage per hand, also direct to hitpoints.
Notes: These claws are so strong they can parry any weapon. In effect, like lesser rune weapons, they are indestructible. They can parry even magical weapons without a chance of damage.
In regards to damage vs. creatures immune to damage. Creatures that are only damaged by magic weapons are not affected by this power, unless this power is granted by magical means. For invulnerable characters, this power can even damage those considered without physical worry. For this purpose, calculate all damage from the claws themselves, not including PS bonuses. This damage affects the invulnerable character, but at 1/4 the damage rolled.
Bonuses:
+1D6x10 to SDC
W.P. Paired Weapons (claws only)
+2 to strike with claws, +1 every 3 levels(3,6,9,12,15)
+1 to parry with claws, +1 every 2 levels(2,4,6,8,10,12,14)
And thanks to Zenvis- Armor Piercing: Similar to armor piercing bullets, these claws are so strong and sharp they reduce the AR of an opponent by -3 at first level, plus another -1 at levels 3,6,9,12,15. That means a 6th level hero with this power going against a creature with a Natural AR of 16 only has an AR of 11 for purposes of determining whether or not the claws bypass the armor. Note that this armor piercing is only for claw attacks the hero with this power makes, and not some permanent modifier to any AR.

Updated Version:

Mega Claws (Major) by Mr. Twist

This power is an extension of the minor power of claws. With this power, wickedly sharp and durable claws extend from the character's hands. The exact point of exit can be determined by the player. They can extend from the wrist, between the fingers, back of the hand. There are always three claws on each hand though.

Range: The claws are between 9-12 inches long.
Duration: The claws stay out as long as the character wants. They can be extended or retracted with a thought, and doesn't count as an action.
Damage: 3D6 + 1D6 per level. After third level, this damage can be regulated to be 1/3 or 2/3 due to only 1 or 2 claws being extended.
Bonuses:
+1D4x10 SDC
W.P. Paired Weapons (claws only)
+2 to strike with claws, +1 at levels 3, 6, 9, 12, and 15
+1 to Parry with claws, +1 at levels 2, 4, 6, 8, 10, 12, and 14
Armor Piercing: These claws are very, very sharp. For those using the optional Penetration Value rules, treat the claws as initially having a P.V. of 6. This P.V. increases by +1 at levels 4, 8, and 12. For those not using these optional rules, treat the claws as being armor piercing(reduces AR of target by 2). This reduction in AR increases by +1 at levels 3, 7, 10, and 14.