Natural Weapons

[Trait]

**Cost**: 2CP

You gain a natural weapon as listed below, gaining 2 if you take ceratin options and have the required limbs. You are now always "armed," for game purposes, and you can use your *Natural Weapons* for two-weapon fighting just as if you were wielding two weapons. *Natural Weapons* are "simple" and "light"; their damage is marked bellow with a (20/x2) to crit. When you take this trait, you must decide if your *Natural Weapons* do lethal or non-lethal damage.

Unless your weapon is retractable, your GM might require that you take Bizarre Area Effect to account for your unusual appearance. If you have natural weapons from another source you may enhance them without buying ranks into this Trait.

## Enhancements

**Enhancement**: Adamantine

> **Cost**: 3CP
>
>

> For whatever reason you care to supply, your *Natural Weapon* ignores DR.
>
>

**Enhancement**: Extra Weapon

> **Cost**: 1CP per rank (extra weapon)
>
>

> For every rank in this enhancement, you have another *Natural Weapon* mounted somewhere on your body. You can mount an Extra Weapon onto an *Appendage*. This enhancement does not automatically grant extra attacks or extra limbs.
>
>

**Enhancement**: Improved Damage

> **Cost**: 1CP per rank
>
>

> Every rank in this power increases your *Natural Weapons* damage by 1 step. Consult the the chart below for how the damage increases. You can take this enhancement up to 9 times.
>
>

**Enhancement**: Controlled Damage

> Cost: 3 CP
>
>

> Your natural weapons can switch between lethal and non lethal at will, even between consecitive attacks.
>
>

**Enhancement**: Ranged Natural Weapons

> **Cost**: 2CP per rank
>
>

> You can now use your *Natural Weapons* as ranged weapons. This can mean that you grow them from your flesh and then throw them, or that they actually launch from your hands, mouth, head, etc. In any case, they behave like thrown weapons. For every rank in this power, your *Natural Weapons* get a range increment of 20'. You can take this enhancement up to 3 times.
>
>

**Enhancement**: Retractable Natural Weapon

> **Cost**: 2CP
>
>

> You can retract your *Natural Weapons* and completely hide them from view. This allows you to pass as unarmed to the naked eye.
>
>

**Enhancement**: Super Natural Weapons

> **Cost**: 2CP
>
>

> **Activate**: n/a
>
>

> Your *Natural Weapons* are now Super. They can, therefore, bypass DR/super but are also vulnerable to the metapowers.
>
>

**Enhancement**: Constrict [Natural Weapons]

> **Cost**: 3 CP
>
>

> One of your natural weapons gains the constrict ability from Pathfinder. The damage is the same as the natural weapon's damage. While grappling you can have both hands free and do not suffer the -4 to Dex, however, you can not attack with the limb maintaining the grapple.
>
>

**Enhancement**: Venom

> **Cost**: 2 CP
>
>
> **Prerequisite**: A Bite Attack
>
>
>
> One Bite attack has the following poison
>
>
> > **Type**: Injury; **Save**: fortitude, Con-based DC (10+1/2hd+con mod);
> >
> >
>
>
> > **Frequency**: immediate then 1/minute for 1 minute/HD;
> >
> >
>
>
> > **Initial effect**: 1d2 STR damage;
> >
> >
>
>
> > **Secondary effect**: 1d2 STR damage;
> >
> >
>
>
> > **Cure**: 2 consecutive saves
> >
> >
>
>

**Enhancement**: Greater Venom

> **Cost**: 2 CP
>
>

> **Prerequisites**: Venom
>
>

> Your Venom now deals 1d4 Str damage
>
>