Neo-Tokyo Neo-Weaponry

God Eaters & Gunblades: New Weapon Types and Mods

A personal obsession with conversion or combination weapons has grown since Squall first pulled the trigger on his gunblade back in FF8 and recently my gaming has turned back to God Eater, which is a bad ass game featuring anime-style characters wielding ridiculously over-sized weaponry that can change attack mode from range to melee to defense. 
The Neo-Tokyo weapon vaults have been sitting on a stockpile of balance-devastating gear for some time now. Most of the presented weapon types here are meant to be rare and unusual, not the equipment of the rank and file soldier or street thug. 
Cost factor presents a multiplier for the cost of the weapon. The costs involved are meant to be a balancing element, but obviously completely optional for anyone using these mods. Upkeep is a system that indicates that a weapon requires special attention and maintenance between sessions.

Edit: All costs assume the gold standard for the setting, which is yen in Neo-Tokyo.

Note: the weapon types presented are non-magical, as presented. A DM can change that according to their own discretion.

Dangerous Weapons 
(Originally presented in the +Barovania character generation document by +Reynaldo Madriñan, I've swiped the original concept for Neo-Tokyo weaponry. This was actually one of the inspirations for this post.)
  • Deals powerful or wild attacks.
  • Requires a power source of some type - magic spells, petrol, electricity, semi-sentient, etc.
Cost factor: x2
Benefit: the weapon will deal the next higher die of damage; a dangerous short sword will deal d8 instead of d6.
Drawback: the weapon will harm the wielder on a fumble of 1, a result of a misfire or misuse of the weapon; ongoing upkeep and maintenance (between sessions, if the weapon is used) is equal to half the base cost - ammunition cost for ranged weapons is multiplied as normal. Try to establish a good reason for this upkeep cost: fuels, special cleaning, recharging.

Brutal Weapons
  • Spiked, double-bladed, or sinister in design.
  • Savagely designed to deal additional damage.
Cost factor: x2
Benefit: Roll an additional die for damage and drop the lowest result.
Drawback: can not deal subdual damage; can not be concealed.

Over-sized Weapons
  • Initially designed for mechs to wield, have been repurposed by crazed adventurers.
  • Huge! Deal more damage!
  • These weapons are considered their normal weapon type for proficiency purposes, but one size level larger.
Cost factor: x2.5
Benefit: +2 damage.
Drawback: heavy, unwieldy and difficult to use, -1 to hit with the weapon (no penalty for large sized users).
Note: additionally large weapons increase in die type (and cost) as dangerous weapons. However, they likely become completely un-wieldable by small or medium creatures.

Since weapons may change damage dice as they grow, the following scale can be used for reference with additionally over-sized weapons. 
Damage Dice scale: d4>d6>d8>d10>d12>2d6>2d8>3d6>2d10>3d8

Convertible Weapons
  • Changes a melee weapon to a ranged weapon to a shield. Wielder requires proficiency with both weapon forms.
  • Requires 1d4 rounds to convert forms safely. Weapon can be converted quickly by making a Dexterity or Intelligence check. Each point of success reduces the time required by 1 round; if reduced to 0 rounds, the weapon can be converted and used in the same round. Each point of failure indicates a misfire or glitch in the conversion that causes 1 point of damage.
Cost factor: Add weapon costs together and multiply by x1.5
Benefit: Conversion weapons are highly versatile. When using the shield form, AC and all saves improve by 1.
Drawback: Conversion process is slow and usually dangerous.
Note: these weapons are usually also combined with the oversized weapon type and dangerous weapon type.

God Eater is a badass game with loopy fucking weaponry.

Here are some example weapons, including the Chainsaws promised ever-so long ago.

The Chattersword is a chainsaw short sword with the brutal and dangerous types. It can be wielded one handed, uses petrol as a power source and deals ridiculous amounts of damage.
  • Cost: 40 (Long sword 10 x4), upkeep 5: fuel and cleaning.
  • 2d8 (drop lowest)
  • harm self on 1 (fumble); kickback slashes wielder.

The Buzzblade is an oversized two handed sword chainsaw, as a Chattersword.
  • Cost: 150 (Twohanded sword 15 x10), upkeep 8: fuel and cleaning.
  • 2d12+2 (drop lowest),
  • harm self on 1 (fumble); kickback slashes wielder.  
  • -1 to hit; very big!

The N.O.S. Plasma Cannon is a two handed ranged weapon with the over-sized and dangerous types. It deals an intense blast of heat damage and uses an energy cell as a power source.
  • Cost: 500 (Rifle 100x5), upkeep 60: requires cleaning and recharging.
  • 1d10+4
  • harm self on 1 (fumble); weapon misfire.
  • -1 to hit; strains strength to lift and aim.

The Oni shock troops favour a brutal thrown weapon colloquially called the "Thunderang". It has the over-sized and brutal types. Some deal thunder damage and have the dangerous type, also.
  • Cost: 20 (2 x10), upkeep 1: needs to be rubbed with special oils, common among the Oni.
  • 1d8+2
  • harm self on 1 (fumble); strangely aerodynamic return, missed the catch.
  • -1 to hit; awkward aiming the device.

The Pachidama is a two handed ranged weapon with the over-sized and dangerous types. It launches a barrage of small ball bearings and uses a clockwork drive with magnetic cells to amplify velocity. Due to the extremely high rate of fire, this weapon can only fire in bursts. This weapon has a large ammunition canister worn on the back. It is extremely heavy.
  • Cost: 650 (Heavy Rifle 150x5), upkeep 50 per refill or 150 per canister.
  • 1d10+4*
  • Attack rolls made to determine crit or fumble, harm self on 1 (fumble); weapon misfire.
  • -1 to hit; strains strength to lift and aim.
  • One Canister holds 10 bursts.
  • Requires 13 Strength, 13 Constitution to be carried for any length of time.

The Charge Spear God Arc
The God Arc is a rare weapon composite of 2 or more weapons. This God Arc is a Heavy Rifle, Spear and Shield composite: the Charge Spear. It is over-sized, brutal and dangerous. It is powered by biological components of an unknown nature.
  • Cost: 1148 (Chatterblade Spear 3 + Heavy Rifle 150 x7.5), upkeep 75: requires cleaning and recharging.
  • Chatterblade Spear 2d10+2 (drop lowest), Heavy Rifle 2d10+4* (drop lowest)
  • Conversion, as per above. Shield form provides AC and saves bonus of +1, can not attack with this weapon in shield form.
  • Attack rolls made to determine crit or fumble, harm self on 1 (fumble); weapon misfire.
  • -1 to hit; strains strength to lift, swing or aim.
  • One clip holds 30 shots or 3 bursts.
  • Requires 10 Strength, 10 Constitution to be carried for any length of time. (Not a lot, but school girls can swing these with training.)


Yes, but these...

I love monster modification tables. I love rolling dice to make things more horrid. I reckon most DMs love these things.
Here are some universal monster modifications to throw your players a curve ball shaped like an exploding ogre with beholder eyestalks. Zombies are too boring? Now they are immune to fire and self-immolate as they hug and munch your PCs brains. Griffons in your campaign are now inexplicably afraid of parchment and have a predilection for devouring gold and silver.
Roll a few times on the d12 table and add the results to your next random encounter.
Yes, but these ______s:
1. Explode in a 10' area when they perish. (Roll d4)
Displacer Cubes: Because your DM hates you.
  1. Fire or burning ash
  2. Acid
  3. Bone and viscera
  4. Poison cloud

2. Are immune to fire and... (Roll d4)
  1. Self-immolating
  2. Breathe fire
  3. Immolate others psychically
  4. Break into smaller flaming selves when wounded

3. Are immune to cold and... (Roll d4)
  1. Covered in thick ice armour
  2. Have a cone of cold breath weapon
  3. Creak and moan like ice breaking (morale breaker)
  4. Are the frozen vessel or prison of another entity

4. Has dangerous blood (spatters attacker like a counter-attack). (Roll d4)
  1. Acid
  2. Contact poison (kills in 1d12+Con rounds)
  3. Causes insanity through horrific visions
  4. Causes petrification

5. Are really cyborgs or machines. (Roll d4)
  1. Clockwork
  2. Advanced tech (looks totally realistic with fur and flesh covering tech)
  3. Steam-powered
  4. Alien tech

6. Are Undead (if already undead, then they are positive energy undead). (Roll d4)
  1. Level drain
  2. Steal vitality (Ability drain; heads - STR, tails - CON)
  3. Mindless and murderously motivated to destroy the living
  4. Must consume living flesh

7. Is a shapechanger; takes the form of: (Roll d4)
  1. Any animal
  2. Any humanoid
  3. Anything it can see
  4. Anything at all

8. Consumes unusual material for sustenance/powers. (Roll d8)
  1. Gold or silver
  2. Non-precious metals
  3. Gemstones
  4. Magic
  5. Eyes
  6. Bones
  7. Fetuses or newborns
  8. Sex organs

D'aww! Chaotic Cute!
9. Has an alignment diametrically opposed to the nature of its kin: a Chaotic Evil Gold Dragon or Chaotic Good Baatezu, for example. OR Roll a random alignment below and remove results of the current alignment of the affected creature. (Roll 2d6)
  1. Lawful
  2. Chaotic
  3. Neutral
  4. Evil
  5. Good
  6. Unaligned

10. Has an unusual weakness. (Roll d6)
  1. Water deals damage as fire
  2. Aversion to paper or papyrus, flees from it
  3. Fearful of children (or halflings)
  4. Allergy to Gold (suffers mortal wounds from gold weapons)
  5. Specific spices, seasonings or salt
  6. Flowers, specific types are poisonous

11. Composed of powerful magic, can be dispelled. Power source: (Roll d8)
  1. Necromancy
  2. Elementalism
  3. Blood Magic
  4. Heliomancy or Lunomancy
  5. Divinity
  6. Fae Magic
  7. Hateful or Righteous Force of Will
  8. Madness

12. Has the combined powers or physical parts of two or more creatures. (Roll d4)
  1. Eats the heart or major organs to steal strength from victims, takes one power temporarily for each organ consumed
  2. Spliced together by mad scientists
  3. Hellish abomination, twisted and insane
  4. Polymorphed composite of two creatures, as by Polycorporation

New LL Spell: 
Polycorporation (MU 5)
Duration: Permanent*, Range: 10’ 
Two creatures are mystically combined. This bonding can be undone by another polymorph spell or a dispel magic spell. AC and HD are added together and halved (half HD are added as +1 per remaining HD). Saves are based on the higher HD creature. All abilities, defenses and attack modes are retained. *Willing creatures can remain combined indefinitely. Unwilling subjects of the spell can throw off the effects after a number of turns equal to the caster’s level+6.
New Monster:

Corpidius, a powerful sorceror, has decided to polycorporate the orcs in his service with the displacer beasts (or phase tigers) from his breeding pens. The result is a terrible bloodlusting hunter with 10 limbs.
Displacer Orc: a six-legged tauric creature with two arms and two whip-like tentacles emerging from the shoulders. 

  • AC: 5 (6/4) 
  • HD: 3+3 (1/6, half level becomes +3) 
  • Morale: 10 
  • Attack: by weapon, shoulder whips 2d4/2d4 
  • Defenses: displacement, all attacks against a displacement orc are -2 to hit and saves are made at +2 
  • Saves as F6


Mollusca Sugeras

A few days ago, just before I nodded off to sleep, a little something popped up in my G+ feed care of +Jacob Hurst. Thanks for rocking me to sleep with this bad boy: Jacob Hurst's Snail Terror.
I had a really hard time getting the image out of my mind... but it was perfect inspiration for a new Labyrinth Lord monster entry. This is my second snail themed entry. I fear I may have a bit of a hang up on them.

Mollusca Sugeras
Inside this shell a terrible, grinding death awaits.
The sucking snail or hoover snail is an odd and terrible predator. It has a natural camouflage (surprise successful on 7-in-8) which allows it to be passed unnoticed, and lightning fast reflexes for snatching up prey. The snail is capable of a sudden surge of movement once ever other round; it can swiftly move up to 15' and make a biting/engulfing attack against one target (surging bite attack).
Mollusca Sugeras consumes living flesh by inhaling and grinding it under its coarse, plate-like teeth. It lies in wait, camouflaged by the environment, surging forward to engulf its prey and then withdrawing in its shell to feast. Most sucking snails also keep a small lair of some kind nearby to avoid larger predators. 
Smaller varieties of the sucking snail are of little danger to adventurers but small pets, familiars or pixie followers will be ideal snacks for the shelled menace. The greater sugeras is an uncommon sight, but represents a real threat to any that would venture too close. The creature will consume clothing, equipment, weapons, armour and magical items - anything it can get in it’s mouth. Flesh is ground up and consumed and indigestibles are moved through a strange process to reinforce the shell of the Mollusca Sugeras. Those few heroes (fools) that have managed to find and best a sucking snail have found troves of treasure inside the shell. The calcified bits of shell that envelope the trove items take several days to chip off and clean away, but then you are rich!

Sucking Snail (Mollusca Sugeras)
Greater Sucking Snail
No. Enc.:
4 (shell), 8 (fleshy bits)
2 (shell), 6 (fleshy bits)
Hit Dice:
1 (4 or 5 hp)
8 (24 to 36 hp)
Small (2’ high, 4’ long)
Large (5’ high, 10’ long)
surging bite, grinding crush
surging bite, grinding crush
1d4/round trapped in the bite.
2d4/round trapped in the bite.
10 +6/HP
200 +6/HP



Following the marvellous example of +Jez Gordon 's Farkin'Strayans, the Canucklehead is meant to bring to the OSR the strange and delightful people of the Great White North in a cheeky and playful way. If my fellow Hosers are offended by this, all I can say is "Sorry, eh."

Frigid, funny, stick-swinging, Northerners that can drunkenly smash your skull and apologise to your prone form afterward. They revere "the Great One" and "the cup", the Lords Mackenzie, 2-4s and the double-double. Canuckleheads, also known as Hosers, have a love for all things beer-filled or bacon or maple-drowned.

Requirements: Canuckleheads need Dex 9, Con 12 to survive the icy, snow-covered lands of the Great White North.
Prime Requisite: CON
Alignment: Lawful Sorry, Neutral Apologetic, Chaotic Remorseful, Contrite Good, Conciliatory Evil.
Attacks: Fighter
Saves: Cleric
XP Table: Dwarf

Starting equipment: hockey stick, toque, flannel shirt, beard.

1. Apologist: for every act good, bad or ugly a Canucklehead will apologise. There is no stopping this and a Canucklehead will suffer a cumulative -1 per day to all rolls until they have managed to make their apology. (Note: this doesn’t mean a thieving Canucklehead has to return any ill-gotten goods, they need only apologise for having taken it - a note should suffice).

2. Rage of Winter: in cold temperatures and Winter, a Canucklehead will gain a bonus to damage equal to their level. Winter has made Canuckleheads an ornery lot. They can also survive five times longer than normal in sub-zero temperatures. All Canuckleheads have an aptitude for ice and snow. They suffer no penalties for movement over this type of terrain. If properly equipped, with skates or snowshoes, they can make double the rate of movement.

3. Hey, it’s Summer, Take it Easy!: from the moment that the snows thaw, a Canucklehead is in exceptionally good spirits and shorts, tees and flip-flops. This cheer is infectious and all allies gain +5% exp for carousing together in any warm climate or Summer season.

4. A Canucklehead wielding a wooden weapon gains a +1 to hit. They have a preference for the “hockey stick”, as quarterstaff.

5. Yeah, I know Darryl: All Canuckleheads know one another. The mention of another Canucklehead will result in a long and likely boring conversation about a small village, which the Canucklehead will call a city, and ending with an invitation to visit some time.

6. The BEARD: Canuckleheads grow manly and terrifying facial hair. They may intimidate others with these manly displays of manly lumberjack-ish whiskers (+2 to intimidate). Canuckleheads are overly fond of flannel and toques. (Canucklehead females are capable of intimidation by opening beer bottles with their teeth or arm-wrestling polar bears).

7. "Bilingual": All Canuckleheads claim to speak two languages but really only speak one. No Canucklehead may actually know more than one language, though they spend years and years studying another.

8. What aboot my accent, eh?: Canuckleheads can Rage a number of times per day as a barbarian. However, only if someone mocks the way the Canucklehead speaks or if someone should make light of the proud majesty of the Maple Leaf or if someone says Canadian Bacon instead of Back Bacon (it’s delicious, not weird and you are a hateful animal if you say otherwise). Canuckleheads are profoundly proud of their maple-drenched nation.



Halflings suck. Goblins are awesome. Many already posit this and I can't disagree.
I was inspired by a Joshua Macy post on G+ a few weeks back and want to give credit to the posters there for helping me generate ideas for this filtered list for my Neo-Tokyo

Goblin. Loads of great ideas keep getting crowd-sourced over the waves on G+ and I can't help but lap that up. So, without further ado:

Uncle Henbei has a talent for inverted thumbs downs.
Bakemono: Oni-brood Goblins
Shin-Edo (Neo-Tokyo) is home to a special and strange breed of goblins that are tainted (some say enhanced) by Oni blood. Due the aberrant nature of their blood, no two are alike.
Bakemono are divided on their oni ancestry; some regard it as a dark shame and others see it as a gift from their progenitors or true masters. Bakemono are very independent and do not generally rely on a community or clan. They are really at odds with greater Japanese culture because they tend to shun fundamental communal beliefs.
Bakemono are the same as Labyrinth Lord Halflings, with the following exceptions:
  • Hide ability functions in urban locations only, in natural and underground settings this ceases to function. They are city goblins and much less comfortable in the wild.
  • Bakemono, though agile, do not have the Halfling aptitude for missile weapons; goblins are hearty, healthy and small of stature - other Halfling features remain the same.
  • Bakemono have an aptitude for machines, tinkering and building. 2 point racial bonus for any roll with regards to machines, machinery and crafting of clockworks or steamworks.
  • Bakemono suffer from Oni-taint and have strange features. Roll once or twice on the appearance subtables. These changes to appearance are largely cosmetic.
  • Their Oni blood also manifests in some Bakemono as dark powers or physical changes. Some Bakemono have made clockwork improvements, you may choose to roll once on the magic, mutation or clockwork tables.
L.L. Advanced: Class level limit - Fighter 6, Thief 12, Assassin 9*, Chirurgeon 9.
Dark Heritage
Choose magic, physical or clockwork for your goblin heritage and roll once on the table below.
Magic (d8):
  1. Random Magic-user spell from level 1 list. Cast once per day.
  2. Random Cleric spell from level 1 list. Cast once per day.
  3. Random Illusionist spell from level 1 list. Cast once per day.
  4. Random Druid spell from level 1 list. Cast once per day.
  5. Reroll (d4) and determine spell as normal, the source of the power is psionic. Cast once per day.
  6. Reroll (d4) and determine spell as normal, the source of the power is elemental. Cast once per day.
  7. Reroll (d4) and determine spell as normal, the source of the power is through a steam powered or clockwork device implanted in the body. "Cast" once per day.
  8. Reroll (d4) and determine spell as normal, the source of the power is through an aberrant mutated organ (likely visible and strange). "Cast" once per day.
Mutation (d20):
  1. Powerfully muscled, no neck: +1 Strength, no limit on Strength attribute. Strength is supernatural.
  2. Powerful stride, fast stride/long jumps: +10' (2 squares) movement, nearly tireless runner.
  3. Graceful like a snake: +1 Dexterity, agile and lightning fast.
  4. Terrible claws or talons: 1d8 damage, -1 to hit with weapons other than Terrible claws.
  5. Poison fangs: 1d6 +poison, save vs. poison or weakened (-2 to hit, 1/2 damage).
  6. Acid spit: 1d6 acid damage (25' ray attack/1 target), save vs paralysis/petrification or take 1d4 damage on subsequent turns.
  7. Echolocation: coughing or screeching sound that "maps" area and "spots" most creatures with the echoes. 30' range, +1 to hit spotted targets.
  8. Nightvision: can see in clearly in darkness.
  9. Quills: grow on large portion of body, impedes use of most armour/clothing. AC 6, spines can be pulled and used as daggers. Deal 1d4 damage.
  10. Infravision: can see heat signatures.
  11. Poison thorns: sprout from hands, wrists or elbows. 1d4 damage + injected poison, save vs poison or take 1d6 toxic damage on subsequent turns.
  12. Natural armour: chitinous or calciferous shell or exoskeleton provides AC 4.
  13. Stalwart: +1 to Constitution, +1 to saves vs poison.
  14. Explosive growths: sacs of volatile fluid grow on the body. When thrown, they burst in a flash of energy. 1d6+1 damage, 2/day. 1. Fire 2. Cold 3. Acid 4. Lightning 5. Acid 6. Thunder/Sonic.
  15. Natural armour: light scales provide AC 6.
  16. Noisome stench/Potent musk: causes nausea in all non-goblins/oni nearby (-2 to hit, 10' radius); goblins an oni are stimulated by this aura (+2 to social rolls with goblins or oni).
  17. Long horns or jagged antlers: slash 1d4 damage, charge 2d4+1 damage.
  18. Bulky, heavy-set, rotund... What's another nice way of saying fat? This bulk provides 1 extra hit point per level.
  19. Bakemono are very proud of their hair.
    Special tail: 1. prehensile, can pick up objects or hold an extra weapon; 2. scorpion - barbed, poison (same as poison fangs); 3. mace, 1d6 damage; 4. spiked, 1d8 damage; 5. croc, swim speed equal land movement; 6. beaver, amusing and slaps for 1d4 damage as a free action after a trip attack. Any tail can be used to trip an enemy, but deals no damage on the attack.
  20. Noxious breath: stun an enemy by coughing in their face. Save vs paralysis or target is stunned for one round.
Clockwork (d10):
  1. Has a clockwork cybernetic implant: arm with bladed fingers. 1d6 slash damage.
  2. Has a clockwork cybernetic implant: arm with pincer. 1d8 crushing damage.
  3. Has a clockwork cybernetic implant: arm with spring loaded punch. 1d6 damage and knock prone (once per combat, mechanism needs to be reset - takes five minutes).
  4. Has a clockwork cybernetic implant: legs provide a boost for running and jumping (+5' movement, +10' jumps).
  5. Has replaced legs with 4 clockwork spider legs (can climb most walls without check - slick surfaces are still a challenge).
  6. Has a clockwork eye that can see as microscope/telescope.
  7. Has a clockwork ear that can pick up tiny sounds and listen to hushed conversations. (Never fail listen check, easily deafened).
  8. Has a clockwork brain: neutral alignment, +2 Intelligence.
  9. Has one telescoping clockwork leg that can extend 10'.
  10. Choose some other clockwork body "improvement". Be certain to discuss with your DM, of course.
Use this Colour Chart from a potion guide on Inkwell Ideas to generate strange and interesting colour schemes for the odd features of your Bakemono (eyes, claws, fur or hair).
Skin Types Random Table (d12):
  1. Covered in lizard scales.
  2. Covered in fish scales.
  3. Leprous.
  4. Lumpy.
  5. Acne.
  6. Warty.
  7. Boils and weeping sores.
  8. Chitinous. (Choose two colours).
  9. Covered in shaggy fur.
  10. Covered in long hair.
  11. Covered in short coarse fur.
  12. Covered in short curly fur.
Eye Types Random Table (2d8):
  1. No result.
  2. Puppy dog eyes.
  3. Eyestalks.
  4. Feline.
  5. Arachnid. (Yup, eight of them).
  6. Cyclopean.
  7. Insectoid. (Compound eyes).
  8. Slits for eyes.
  9. One eye is significantly larger than the other.
  10. Eyes in palms of hands.
  11. Saucer-shaped eyes.
  12. Third eye. (Choose location).
  13. Lonpari: froggy, wide-set eyes.
  14. Snake-like.
  15. No eyes (sees by some other means, echolocation, sonar, sixth sense... No game mechanic changes. You can "see" you just have no eyes.
  16. Single glowing colour.
Strange Features Random Table (d20):
  1. Big, +2d6 inches and 3d4 pounds.
  2. Long-legged.
  3. Ape-armed.
  4. Huge nose.
  5. Freakish mouth.
  6. Huge ears.
  7. Giant hands.
  8. Big-ass feet.
  9. Strange limbs - arms.
  10. Paunchy or rotund, add 5d4 pounds.
  11. Eyebrows are bushy in the extreme, require tending of some kind.
  12. Sex organs of prodigiously obvious size.
  13. Small stature, -2d6 inches in height.
  14. Tail.
  15. Horns or antlers.
  16. Snout.
  17. Hooves.
  18. Strange limbs - legs.
  19. Claws.
  20. Roll twice.
Other Feature Types Suggestions:
Nose: Bulbous, hawkish, crooked, pointed.
Mouth: Mandible, fanged, slitted, fat-lipped - bite deals 1d4 damage.
Ears: Pointed, bat, monkey, floppy.
Tails: monkey, reptile, bushy feline or canine.
Horns or antlers: goat, ram or elk - deal 1d4 damage.
Snout: boar, feline, canine or bovine - bite/gore deals 1d4 damage.
Claws: retractable feline, crushing crustacean, avian talons - all deal 1d4 damage.