Morphic Claws
Morphic Claws [Minor] by Iczer
'Just what I need for the situation'
The character can grow claws on both hands (or feet if necessarry) which adapt to the character's needs. 'popping' claws is instantaneous and occasionally reflexive, but altering their state will often require an action.
Damage: Claws inflict 2d6 damage and can be used to parry melee weapons as needed. Damage increases by +1 every level.
1) As an action, the character can make any of the following alterations. Each alteration replaces the last, and any newly formed claws have none.
- Spur: the claws merge to form a single spur that tapers at the end. This spur punctures armour with a little more ease, reducing an opponent's AR by 4 when striking them.
- Elongated: The blades, normally 8 -12 inches long, elongate to between 14 to 18 inches in length. These extra long blades grants +2 to strike
- Serrated: Serrated, wicked blades increase the base damage of claws to 2d8 rather than 2d6.
- Knuckle guard: These tiny blades jut from the knuckle out to an inch or less, but the blade's mass backs down the back of the hand and forearm. damage is a mere 1d4, but the character enjoys +2 to parry, and can combie this damage with normal HTH strikes (so a 2d4 karate punch, becomes a 3d4 karate punch, plus claw bonuses)
- Finger Blades: the claws form light 3 inch blades. fighting with these tiny blades does 2d4 damage rather than 2d6 but the sheer speed of the little blades adds +2 to initiaitve
- Nekode: as above, but blade damage is a mere 1d6, but the character using these curved cat claws add +15% to all climb checks. In addition, as these claws hook onto flesh and clothing, they add +2 to all attempts to maintain a grapple.
- Tool: The character forms the blade into a simple tool (corkscrew, saw nailfile, lockpick)
2) Launch blades: the character can, as an action, lauch the blades on his hands out to 50 feet at a target with +2 to strike. this inflicts normal claw damage (minus PS bonus). The finger blades, and nekode lauch like a short burst of shuriken. instead of their normal damage, roll 2d4 (+1 per 2 levels) and apply the damage as you would a small burst (x2 damage, harder to dodge etc) claws grow back within 1d4 melee rounds (though he will have claws on the 'other' hand)
3) Suprises: The character has a couple of special moves he can perform. the most notable is to change the shape of a blade whilst inside a body. This requires 3 actions to perform,(grab, strike, deform blade) and is particularilly nasty. The target takes double damage from this endeavour, and remains grabbed and stabbed until he can escape (every action he remains impaled in this fashion, he takes normal claw damage) another trick is to implant a target. this requires 2 actions to make a precise enough strike, but the character leaves a fragment of his claws in the target. the wound will not close properlly, or stop bleeding, until the blade is removed, and the blade is typically hooked or babrbed to prevent extraction (First aid -20%, paramedic or MD -10%)