Keratin Claw Sheath

Retractable monomolecular claws housed in sheaths along the fingers, deployed as a swift action.

Rules Reference

FieldValue
Capacity Cost1
Categorysubdermal-structural
OriginDay One enforcers, Rim outlaw scouts, Legion scout brawlers operating under deniable orders.
Rek Cost9000 (black-clinic install, Day One cell-issue, Legion scout brawler)
SignatureGhost. Off-grid by default. Restricted in the Core and Inner worlds; possession at a tracked checkpoint risks arrest.

Notes

Benefit: Retractable monomolecular claws housed in sheaths along the fingers, deployed as a swift action. Melee natural weapon dealing 1d4 damage per claw (up to 1d8 with all four deployed as a standard attack), and the claws ignore 2 points of a target's armour AC bonus. The sheaths conceal on standard med-scans as a tendon-strengthening graft. Minor to moderate benefit level.

Install Risk: Medicine DC 14 for the tendon-and-sheath seat. Recipient makes a Fortitude save DC 13 or gains Botched Implant: tendon inflammation, -2 to attacks with the off-hand until a Medicine DC 12 correction. No clean clinic will service the claw sheaths.

Strain: The claws jam on a natural 1 attack roll, requiring a Mechanics DC 10 to clear (1 round). The sheaths emit a faint ultrasound tone when deployed that can be heard by sharp-eared fauna and by Kith lineages with the keen-hearing gene-trait; -2 to Stealth vs such listeners while deployed. A focused med-scan (an Argus deep scan or a Legion forensic kit) flags the sheath as a weapon.