Natural Weapons

**Natural Weapons** is a type of Animal Power to do with having weapons that grow naturally on the Mutants body. The abilities are first mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

## About

They are used in Role-Playing (in times when weapons cannot be used) and practicality (times when other weapons fail). Damage to body parts or weapons will take them out of use. They require Biological Energy Points to access, otherwise without BIO-E expense are considered too weak to be of any use due to the influence of Human DNA or simply just don't exist at all. For some players, if the Weapon is strong enough, it can even be enough that the player doesn't require any form of manufactured physical weapons at all, saving money during Character Creation. However, other players may see the BIO-E points invested elsewhere into something more useful, as some Natural Weapons certain species are offered have relatively weak usage.

Mutants without a natural weapon may find themselves at times disadvantaged when it comes to some scenarios where weapons are confiscated or certain limbs bound. A way around this is to instead invest in Psionics. A mutant can invest in multiple weapons for several scenarios, they could have climbing claws for aid in climbing, but a powerful bite for battle situations. Some natural weapons offer only one version, while others offer up a stronger option for a slightly higher BIO-E cost.

The absence or presence of Natural Weapons will either add or subtract to a character's build, but neither option.

### Concealment

What Sourcebooks often only mention in passing comment is that Natural Weapons are also problems for Mutants pretending to be humans, some are concealable; others are not because of the physical presence they bare on their owners.

For further information see Disguises, Covers and Alter Egos.

This is worth noting as a GM may choose to take this in mind for roleplaying elements.

## Skull

### Antlers

Antlers are similar to Hornns and work by swinging or bucking with the skull.

* Advantages: Hands and feet are free to use other weapons
* Disadvantages: Needs momentum to work and any restrictions on the head limit moment, antlers can be hard to hide and may caused issues concealing a mutant. Helmets and hats need adjustments to note them.

* Deer 1D6 or 2D6

### Horns

Horns are a bony, of often exposed, growth on a mutant's head. These can be used in melee.

* Advantages:Similar to tusks, they can still be used if not bound, but may prevent certain hats and helmets from being worn without adjustments. So long as the mutants can move their head, they can use their horns. Hands are freed for use of weapons, etc.
* Disadvantages: The price they pay is in their "Looks" and will find it harder to pose as a human.

* Rhinoceros 1D8 or 2D6

## Mouth

### Bite

Bite is the act of engaging the jaws in a crunching motion. These Mutants do not have a particularly strong set of teeth, but combined with powerful jaws are able to deal great damage.

* Advantage: Almost no restrictions on appearing as human except caused by the species
* Disadvantage: Muzzling a mutant may restrict their use.

*Note: In Heroes Unlimited "Teeth" and "Bite" are considered the same type of natural weapon*

* Pika 1D4
* Polar Bear 1D6 or 1D10
* Brown Bear 1D6 or 1D10
* Black Bear 1D6 or 1D10
* Grizzly Bear 1D6 or 1D10
* Badger 1D8

### Beck

Similar to "Bite"

* Advantage: Hands and Feet are free to hold weapons
* Disavantage: hard to hide the weapon as the player character will gain a beak

* Wild Predatory Birds 1D10

### Teeth

Mutants with sharp or strong teeth do not necessarily have strong jaws to match.

* Advantages: unlike "bite", the teeth are the weapon therefore they do not need a particular strong "bite" motion
* Disadvantages: muzzling prevents use, but unlike bite may not prevent escape, may or may not prevent the animal looking human depending on species

*Note: In Heroes Unlimited "Teeth" and "Bite" are considered the same type of natural weapon*

* Mice and Hamsters 1D4
* Rats and Guinea Pigs 1D4
* Beaver 1D6
* Fox 1D6 or 1D8
* Alligator and Crocodile 1D8
* Baboon 1D8
* Bat 1D8
* Marten & Mink 1D8
* Weasel 1D8
* Cheetah 1D8
* Domestic Cat 1D8 (2D4 Heroes Unlimited)
* Wolf 1D8 or 2D6
* Coyote 1D8 or 2D6
* Wolverine 2D6

### Tusks

Tusks are a variant of teeth that stick out of the mouth or have separated into a close approx to where it was.

* Advantage: Unlike jaws and bite, tusks retire only a head swinging motion. Unlike "horns" they are only impacted by full head helmets, etc.
* Disadvantages: that they cannot conceal at all in a similar manner to "Horns".

* Elephant 2D6

## Limbs

### Claws

Claws are a natural weapon and grow on a Mutants hands and feet.

The player can choose to replace them with either Retractable or Climbing Claws; both are not possible. Retractable claws are an upgrade that allows them to be hidden from view and are typically offered by members of the feline family. Climbing claws are an additional upgrade that provides 35% additional climbing, though requires the character to have that skill to begin with.

* Advantages: Fairly common amongst animals and relatively easy to hide (just wear gloves)
* Disadvantages: Depending on point of view on the matter, they can have disadvantages in things such as weapon use or typing on a computer. This is subjective and needs discussion. For example, a cat with retractable claws can hide their claws at all times, but the Aardvark has long claws which may be difficult to hide.

* Domestic Turkey 1D4 (feet only)
* Wild Turkey 1D4 (feet only)
* Armadillo 1D4
* Mice and Hamsters 1D4 (climbing type)
* Rats and Guinea Pigs 1D4 (climbing type)
* Aardvark 1D6
* Cheetah 1D6
* Wolf 1D6
* Coyote 1D6
* Marten & Mink 1D6 (climbing type)
* Weasel 1D6 (climbing type)
* Parrot 1D6 (feet only, climbing type)
* Pet Birds 1D6 (feet only, climbing type)
* Pika 1D6 or 1D8
* Badger 1D8
* Wolverine 1D8
* Domestic Cat 1D8 or 2D6 for restractable, climbing (1D6 and 2D6 in Heroes Unlimited)
* Polar Bear 1D8 or 2D6
* Brown Bear 1D8 or 2D6
* Black Bear 1D8 or 2D6
* Grizzly Bear 1D8 or 2D6
* Leopard 1D8 or 2D6 (retractable)(2D6 or 3D6, Heroes Unlimited)
* Lion 1D8 or 2D6 (retractable)(2D6 or 3D6, Heroes Unlimited)
* Tiger 1D8 or 2D6 (retractable)(2D6 or 3D6, Heroes Unlimited)
* Jaguar 2D4 (climbing) Heroes Unlimited only), 1D8 or 2D6 (retractable)(2D6 or 3D6, Heroes Unlimited)
* Owl 2D6

### Hooves

Hooved feet are a type of enhancement for feet that some mutants have. This allows for stronger kick damage than normal.

* Advantages: While semi-concealable, they are still one of the more minor mutations, shoes, especially boots, may hide them.
* Disadvantages: Feet must not be restricted in a way that prevents motion of feet.

* Horse 1D8

### Talons

Similar to Claws, but much bigger, therefore harder to hide.

* Wild Predatory Birds 1D8 Talons (feet only)