Claws

Cost: Variable
Claws is a physical, exotic advantage, described in Basic Set, pp. 42-43.
==Variations==
*Blunt Claws [3]; Very short claws, like those of a dog. Add +1 per die to the damage you inflict with a punch or kick.
*Hooves [3]; Hard hooves, like those of a horse. Add +1 per die to the damage you inflict with a kick, and give your feet (only) +1 DR.
*Sharp Claws [5]; Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting
*Talons [8]; Longer claws – up to 12” long. Change the damage you inflict with a punch or kick from crushing to your choice of cutting or impaling (choose before you roll to hit).
*Long Talons [11]; Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die.
==Depreciated Classic advantage==
Claws were handled under Striker with totally different damage and cost.
*Hellboy had a 1h version called Combat Hand used by 2 chars
Terminologywise the point total determines the type of 4e claw:
*15 points: Blunt claws or Hooves [3]
*25 points: Sharp claws [5]
*40 points: Talons [8]
*55 points: Long talons [11]
==Additional Information==
It is referenced in GURPS Martial Arts, p. 42, on acquiring the advantage by martial artists.
==Kromm Quotes==
Sean Punch has commented on Claws in the following posts to the SJG GURPS Forums:
* Noting that they are retractable by default 
* On concealing them with the Switchable enhancement 
* On the physical for of the variations 
* On damaging them 
* On adding additional damage types 
* As compared to the bladed hand weapon , 
* On Wolverine 
==Other==
as http://forums.sjgames.com/showthread.php?t=129406 points out, claws for digging could be:
*Tunneling (Slow) for [5+1*] in Powers, p85
**or Accessory: Shovel as alternative
*Burrower p. 10 from GURPS Power-Ups 2: Perks
==See Also==
*crab claws
* List of Advantages
Category:Physical Traits
Category:Exotic Traits
Category:Advantages