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d20 v2.2
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Natural Weapons

Cost: 1 Point/Rank
Relevant Ability: None
Progression: The character gains 1 Natural Weapon0Rank

The character has one or more relatively mundane natural weapons, such as sharp teeth, claws, tentacles, etc. Natural weapons are normally possessed by animals, monsters, and similar characters, but could also represent technological capabilities that mimic such abilities such as an android or cyborg with retractable claws. More powerful Natural Weapons can be designed using the Special Attack Attribute, with the Melee Disability.

The character possesses one such attack form per Rank. Possessing more than one such natural weapon gives the character a wider variety of attack forms.

Hands, feet, a heavy tail, ordinary teeth, or hooves are not normally counted as Natural Weapons since they are (relatively) blunt; and thus inflict usual Unarmed damage.

• Claws or Spikes
The character possesses sharp talons or spikes on his or her fingers, paws, or feet. In addition to regular damage, the claws inflict 1d4 additional damage when used in melee combat. This attack uses the Unarmed Attack (Strikes) Skill.

• Fangs, Beak, or Mandibles
The character has very sharp teeth, or alternatively, a beak or insect-like mandibles. This natural weapon inflicts only 2 damage above normal damage in melee combat, but a successful strike that penetrates Armour gives the character the option to maintain a biting grip and continue to inflict equivalent damage in subsequent rounds. These additional attacks are automatically successful, but the opponent can break the hold with a successful Strength check. While the attacker is maintaining a biting grip, his or her own ability to defend is impeded: the attacker cannot use weapons to defend, and suffers a -4 AC penalty against any attack. This attack uses the Unarmed Attack (Bites) Skill.

• Horns
These are large horns for butting or stabbing. Horns add 2 extra damage to normal damage in melee combat but are exceptionally effective if the character charges into battle. If the character wins Initiative against an opponent and has room for a running start, he or she can lower his or her head and charge. A successful attack will deliver normal attack damage, plus 1d6 (rather than the normal +2). If a charge fails to connect, the charging character will be off balance and suffers a -2 penalty to his or her AC for the remainder of the round and a -4 Initiative roll penalty on the following combat round. This attack uses the Unarmed Attack (Strikes) Skill.

• Spines
The character is covered in nasty spikes, quills, or sharp scales. Anyone who wrestles with the character automatically suffers 2 damage each round. This damage is in addition to any attack damage delivered. During these struggles, the opponent's clothes will also be ripped and shredded unless they are armoured.

• Tail Striker
If the character has a combat-ready tail, it can be equipped with spikes, a stinger, or other similarly nasty weapon. The attack inflicts an additional 2 damage (in addition to normal damage). Upon a successful attack, the target must make a Dexterity check or suffer a -4 Initiative penalty the following combat round (the target is off balance). This attack uses the Unarmed Attack (Strikes) Skill.

• Tentacles
One or more of the character's limbs - or possibly his or her hair - are actually tentacles. A character with tentacles gains a +2 bonus to his or her Unarmed Attack and Unarmed Defence Skill Rank when engaged in a wrestling attack or defending against one. Tentacles are also difficult to avoid in combat (opponent suffers a -1 AC penalty).
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Seth Blevins