NEW MUTANT WEAPONS (58)

BITE (Specialized)
While Teeth or Tusks are often the main cause of damage from a Bite attack, there are a few specialized bites where the damage is caused by other features. Cardiac Mouth: Balooning (10 BIO-E)
Technically not a mouth, but an external stomach, this attack allows the creature to expand their mouth, allowing them to digest prey much larger than normally possible. A target (1/4, 1/5, 1/6, or 1/10th) of the attacker's size can be swallowed on a successful strike. Targets who are swallowed take damage as per Digestive Fluid.
Cardiac Mouth: Proboscoid (20 BIO-E)
This special version of the cardiac mouth allows the creature to inject their mouth into another creature in order to feed. Because of the hydraulic nature of the attack, it can be used to penetrate hard shells or exoskeletons. On a successful roll above the creature's A.R., their shell or exoskeleton has been pierced, causing 1D4 damage. Unfortunately for that creature, the character can now feed on their soft internal flesh and organs, doing 1D6 damage per melee attack used to feed.
Diseased Bite (20 BIO-E)
Must make a saving throw vs Disease or suffer the following penalties 2D6x10 minutes after being bitten; Reduce speed by half and -20% to skill performance, -2 to initiative, -1 to strike, parry and dodge for 2D6 hours.
Distending Jaws (15 BIO-E)
The character is able to distend both its jaw and its stomach to enormous size, allowing it to swallow prey up to twice as large as its entire body. The teeth are angled inwards to prevent objects from escaping the mouth.
Entangling Suction (10 BIO-E)
This provides an attractive force equivalent to a P.S. of 20 for a range of 20 feet (6 m). Characters caught in this suction must make a contested strength check (1D20 + P.S. attribute) or be sucked toward the mouth of the creature.
Leeching Bite (10 BIO-E)
This allows the character to stick to virtually any surface. Of course, the primary method of use is to leech onto another creature in order to drain blood. The strength of the suction action is equivalent to the character's P.S. This bite does little damage (1D4) by itself, but is used to drain the affected creature of it's blood. Blood draining does hit point damage to the target, with creatures Size Level 4 and under losing a single point per melee round, Size Level 5-9 creatures losing 1D4 hit points per melee round, and creatures larger than Size Level 10 losing 1D6 hit points per melee round.
Pharyngeal Bite (10 BIO-E)
Also of note is their unique set of secondary jaws, known as pharyngeal jaws, which are found in the back of the throat and, like the xenomorph aliens from Alien, be projected forward to further grasp prey, which is then dragged down the esophagus for swallowing. 3D6 damage

CLAWS
These are additional types of Claws that weren't included in ATB2.
Cheliped (2 BIO-E Small, 5/10 BIO-E Crushing): 2D4 or 3D6 damage. Technically, just about any sort of claw is a cheliped, however, in this case we're referring to the style of claw found on scorpions, crabs, and certain insects.

Denticled Suckers (10 BIO-E)
The suckers of all decapods have horny rings. These rings often carry sharp claw-like teeth and in some species these have been modified into hooks. The advantages of hooks are uncertain. They could be designed for sinking into soft-bodied prey, such as other squid, or they could act as grappling hooks for hard-body spiny prey where suckers would be ineffective. 1D4 damage (cuttlefish), 1D6 damage (squid)

Denticles
Denticles are scales which have a teeth-like structure which commonly acts as sandpaper, abrading whatever it rubs against. These types of scales are commonly found in cartilaginous fishes, primarily sharks and generally point backward, reducing drag and noise caused by swimming. However, when something is rubbed across them in the opposite direction they act as teeth, doing damage.
Light Denticles (5 to 10 BIO-E, varies) 1D4 damage
Moderate Denticles (10 BIO-E) 1D6 damage
Heavy Denticles (15 BIO-E) 2D4 damage

Digestive Fluid (15-35 BIO-E )
Acts as a mild organic acid, 4D6 damage each melee round for four melees if the victim is bitten. If the victim is swallowed, the damage is applied each melee round until the victim is freed or digested (i.e. dead).

Digging Saw Blade Nose (15 BIO-E)
2D6 damage. Also provides Digging ability, as per ATB2, page 69.

ELECTRICAL DISCHARGE
Kill Discharge (20 BIO-E)
Damage: Does 6D6 S.D.C. damage. A successful saving throw of 18 or higher means that the person has fought off the effect and is unimpaired except losing initiative and one melee action. Roll to save against each successful strike.
Paralyzing Discharge (10 BIO-E)
Damage: Victims are dazed, -10 to strike, parry and dodge, and reduce attacks per melee round by half for 2D4 melees. A successful saving throw of 16 or higher means that the person has successfully fought off the effect and is unimpaired except loses initiative and one melee action. Roll to save against each successful strike.
Stun Discharge (5 BIO-E)
Damage: Victims must save vs non-lethal poison or suffer a -4 on initiative, and -3 to strike, parry, and dodge. Duration 1D6 melee rounds. Roll to save against each successful strike.

Feeding Horns (15 BIO-E): 1D6 damage. These unique limbs are actually a development of the pectoral fin, and are used to direct objects into the mouth.

Irukandji Syndrome
Make a saving throw vs non-lethal poison or suffer the following penalties, P.S. and P.P. reduced by half, all combat bonuses, attacks per melee, and hit points re also reduced by half, -20% on skill performance for 4D6 hours. If the character exerts themselves they must make a saving throw vs lethal poison or take 1D10 damage for 6D6 melee rounds. A successful saving throw (either) reduced effects by half.

POISON
Note: While the damages listed are often generalized for the family, there is some variation in lethality among specific species, particularly in the case of snakes, where the damages are based on the average lethality of the toxins used. GMs wishing to increase (or decrease) the lethality for specific species are encouraged to do so, however the upper limit for snakes is that of the Sea Snake as this represents the upper limit of known lethality for snakes (elapids in this case).
Lethal Poison (Poison Dart Frog - Batrachotoxin) (40 BIO-E): Most creatures with this poison must be ingested, even if only partially, for the effects to occur. For each successful bite attack against the character, the attacker must make a saving throw vs lethal poison or take 5D10 damage, direct to hit points, each melee round for 1D10 melee rounds. The poison is so toxic that the character must roll to save vs lethal poison each melee he/she is affected. A successful save means that no damage occurs that melee.
Lethal Poison (Tetradotoxin) (40 BIO-E): Found in Pufferfish species and the Blue-Ringed Octopus. Pufferfish must be ingested, evin if only partially. For each successful bite attack against the character, the attacker must make a saving throw vs lethal poison or take 5D8 damage, direct to hit points, each melee round for 1D10 melee rounds. Blue-Ringed Octopi require a successful bite attack, which does 5D8 damage, direct to hit points, each melee round for 1D10 melee rounds. In either case, the poison is so toxic that the character must roll to save vs lethal poison each melee he/she is affected. A successful save means that no damage occurs that melee.
Lethal Poison (Sea Snake - Neurotoxin) (40 BIO-E): Requires a successful bite attack and does 4D10 damage, direct to hit points, each melee round for 1D10 melee rounds. The poison is so toxic that the character must roll to save vs lethal poison each melee he/she is affected. A successful save means that no damage occurs that melee. (Included for comparison and scaling, no animal description as of yet.)
Lethal Poison (Cone Snail - Conotoxins) (40 BIO-E): Requires a successful harpoon attack and does 4D8 damage, direct to hit points, each melee round for 1D10 melee rounds. The poison is so toxic that the character must roll to save vs lethal poison each melee he/she is affected. A successful save means that no damage occurs that melee. (Included for comparison and scaling, no animal description as of yet.)
Lethal Poison (Box Jellyfish - Cyndocyst) (40 BIO-E): Requires a successful attack and does 5D6 damage, direct to hit points, each melee round for 1D10 melee rounds. The poison is so toxic that the character must roll to save vs lethal poison each melee he/she is affected. A successful save means that no damage occurs that melee.
Deadly Poison (Standard Jellyfish - Nematocyst, Sea Anenome - Nematocyst, Boomslang - Haemotoxin) (30 BIO-E): Requires a successful attack and does 3D10 damage, direct to hit points, each minute for 1D8 minutes. The poison is so toxic that the character must roll to save vs lethal poison each minute he/she is affected. A successful save means that no damage occurs that minute
Deadly Poison (Bufo Toad - Bufotoxin, Portuguese Man-of-war - Nematocystic neurotoxin, Adroctonus Scorpion - Neurotoxin) (30 BIO-E): Requires a successful attack and does 3D10 damage, direct to hit points, each minute for 1D8 minutes. The poison is so toxic that the character must roll to save vs lethal poison each minute he/she is affected. A successful save means that no damage occurs that minute. Bufo Toad: Most creatures with this poison must be ingested, even if only partially, for the effects to occur. For each successful bite attack against the character, the attacker must make a saving throw vs lethal poison or take 3D10 damage, direct to hit points, each minute for 1D8 minutes.
Deadly Poison (Scorpaenidae Fish - Neurotoxin, Sea Krait - Neurotoxin, Funnel Web Spider - Neurotoxin) (30 BIO-E): Requires a successful attack and does 3D8 damage, direct to hit points, each minute for 1D8 minutes. The poison is so toxic that the character must roll to save vs lethal poison each minute he/she is affected. A successful save means that no damage occurs that minute.
Deadly Poison (Gila Monster - Neurotoxin, Beaded Lizard - Neurotoxin, Buthus Scorpion - Neurotoxin, Catfish - Hemolytic) (30 BIO-E): Requires a successful attack and does 5D4 damage, direct to hit points, each minute for 1D8 minutes. The poison is so toxic that the character must roll to save vs lethal poison each minute he/she is affected. A successful save means that no damage occurs that minute.
Deadly Poison (Elapid Snake - Neurotoxin (Dendrotoxins for mambas), Centruroids Scorpion - Neurotoxin, Black Widow Spider - Latrotoxin) (30 BIO-E): Requires a successful attack and does 2D10 damage, direct to hit points, each minute for 1D8 minutes. The poison is so toxic that the character must roll to save vs lethal poison each minute he/she is affected. A successful save means that no damage occurs that minute.
Strong Poison (Centipede - cetylcholine, histamine, and serotonin) (20 BIO-E): Requires a successful attack and does 3D6 damage, direct to hit points, each hour for 1D6 hours. The poison is so toxic that the character must roll to save vs lethal poison each hour he/she is affected. A successful save means that no damage occurs that hour.
Strong Poison (Viper - Neurotoxin) (20 BIO-E): Requires a successful attack and does 4D4 damage, direct to hit points, each hour for 1D6 hours. The poison is so toxic that the character must roll to save vs lethal poison each hour he/she is affected. A successful save means that no damage occurs that hour.
Strong Poison (Wasp - Pompilidotoxin) (20 BIO-E): Requires a successful attack and does 2D8 damage, direct to hit points, each hour for 1D6 hours. The poison is so toxic that the character must roll to save vs lethal poison each hour he/she is affected. A successful save means that no damage occurs that hour.
Strong Poison (Pit Viper (Rattlesnakes) - Hemotoxin) (20 BIO-E): Requires a successful attack and does 3D4 damage, direct to hit points, each hour for 1D6 hours. The poison is so toxic that the character must roll to save vs lethal poison each hour he/she is affected. A successful save means that no damage occurs that hour.
Weak Poison (Bee - Apitoxin) (10 BIO-E): Requires a successful attack and does 1D8 damage, direct to hit points. A successful save means that no damage occurs from the poison.
Weak Poison (Recluse Spider - Necrotoxin) (10 BIO-E): Requires a successful attack and does 1D6 damage, direct to hit points, for 1D6 melee rounds, additionally the victim is -2 on initiative, -10% to skill performance and has trouble sleeping or concentrating due to the constant discomfort and minor pain. A successful saving throw vs lethal poison means no damage, but still suffers the other penalties.
Weak Poison (Eagle Ray - Serotonin, Stingray - Serotonin, Chimaera - unknown) (10 BIO-E): Requires a successful attack and does 1D4 damage, direct to hit points. A successful save means that no damage occurs from the poison.
Paralytic Poison (20 BIO-E): A successful attack means the victim must save vs Non-Lethal Poison to avoid paralyzation for a variable number of melee rounds.
Paralytic Poison Slime (25 BIO-E): If exposed skin comes into contact with the slime, as in the case of hand to hand combat, the victim must save vs Non-Lethal Poison to avoid paralyzation for #D# melee rounds.
Hallucinogenic Poison (30 BIO-E): If the poison is consumed, or comes into contact with exposed skin, the victim must make a saving throw vs Non-Lethal Poison or be afflicted with hallucinations for 1D6x10 melee rounds, suffering the following penalties: -10 on initiative, speed and parry bonuses are reduced by half, -2 attacks per melee round, all other combat bonuses are reduced to zero and skill performance is at -30%, disoriented, no sense of direction, in addition, roll on the following table once every four melee rounds (one minute);
1 attacks nearest person
2 moans and/or screams in fear
3 laughs and shouts gleefully
4 does not recognize enemies or danger
5 doesn't recognize those around him and will not trust them (may ask for family members)
6 doesn't know where he is and tries to leave (to find friends, go home, etc)
7 relives some past event and sees everyone around him as someone else (friend or foe), nothing the character says makes any sense
8 sees monsters and villains threatening him, will scream in terror, shout warnings, run around and point to or attack things that are not there
Poisonous Musk Glands (15 BIO-E): Creatures that are 1/3 smaller Size Level than the Anaconda (rounding down) are susceptible to these poisonous glands, which require a saving throw vs lethal poison. Failure means the creature will asphyxiate after 2D6+20 minutes.
Spit Poisonous Goo (15 BIO-E): Spitting Spiders are named such because they spit a fluid mixture of webbing and poison which immobilizes it's victim by congealing on contact into a sticky and poisonous mass. To ensure that the victim is ensnared they sway from side to side, allowing them to cover the target in a Z-shaped pattern. Once someone is hit with this stuff they'll discover that pulling it off is useless, it just keeps sticking to hands, feet, clothing, etc. It will also stick to cement, cars, telephone polls, other characters and anything else someone might use to try and scrape it off. Every melee round after being hit with the poisonous goo, the victim will have to make TWO saving throws. The first is a save vs Entanglement, this is a roll on percentile dice under the victim's P.P. Failing a save means that the character is completely immobile until they can break free or the elasticity is neutralized. Characters with a Beastly Strength of 35+ or Crushing Strength of 24+ can break free within one melee round. Characters with a Brute Strength of 24 or better can break free withing 6 melee rounds of concentrated effort. The goo will stick to anything and keeps it's elasticity for about 2 hours. It is waterproof (although it can be neutralized with kerosene, gasoline, alcohol and other chemical solvents) and it can't be cleaned off, it just has to wear off. The second saving throw is vs non-lethal poison, to avoid being paralyzed for 3D6 melee rounds. Range is 200 feet.
Spit Paralytic Poison (15 BIO-E): Range 6.5 feet (1.9 m), blindness if not immediately washed from eyes, 2D6 damage, 1D6 additional damage per each 1D4 melee rounds, successful save leaves eyes blurry (reduce sight range by half, -2 to initiative, strike, parry, and dodge)

Protective Slime Coating (5 BIO-E)
Unlike some coatings, this coating is easily damaged, making them susceptible to disease or parasites. +4 to save vs disease while the slime coating is intact, -4 to save vs disease if the slime coating is sufficiently damaged (� or more of the S.D.C. depleted) 25 S.D.C.

Saw Blade Nose (10 BIO-E): 2D6 damage. Actually called a rostrum, this saw-like snout is used to slash prey or predators.

Slime (5 BIO-E)
Avalon, 20; in addition slime makes the creature +4 to escape from grappling moves (holds, locks, entangle, pin/incapacitate, etc.) and attackers are -4 to strike with those moves.

Sonic Stun Blat (10 BIO-E)
An ultrasonic blast that is intended to stun rather than kill. The blast is used as a means of self-defense and to hunt-stunning and killing fish. Range: 4 feet (1.2 m) plus 2 feet (0.6 m) per level of experience. Saving Throw: Potential victims get to save vs stun attack. A successful save means no damage or effect. A failed saving throw means the creature is affected in the following way: 2D6 damage underwater or 1D4 in air, plus there is a 60% chance of being knocked unconscious for 1D4 melee rounds. If the victim manages to remain conscious but fails to save, it has a splitting headache and is disoriented, -6 to initiative, strike, parry, dodge, and speed, attacks per melee round and skill performance are reduced by half. Additionally the creature's equilibrium is temporarily fried, it can't tell direction, depth, speed, or which way is up or down for 1D4 melee rounds.

Sonic Blast (20 BIO-E)
A powerful, narrowly focused blast of sound that strikes with the impact of a sledgehmmer. The blast is used as a means of self-defense and to hunt, kill fish, and chase away predators, especially sharks and giant squid. Range: 4 feet (1.2m) plus 1 foot (0.3m) per level of experience. Damage: 1D6 per level of experience against small- to medium-sized fish and other small sea creatures (Size Level 6 or less). Half damage against mammals, humans, and mutants man-sized or bigger (Size Level 7 and bigger). No damage against metal, stone, clay, wood, and most man-made materials, including glass, plastic, rubber, ceramics, concrete, steel, etc. Note: Not applicable on dry land, or in an air environment. Half range for porpoise and not available to the killer whale or other cetaceans.

SPINES/QUILLS/SPURS
Defensive Dorsal Spines (10 BIO-E)
See Spine Defense, MDU, page 24
Fin Spines (5 BIO-E): 1D4 damage

TAIL
Barbed Tail (5 BIO-E): 2D4 damage
Whipping Tail (10 BIO-E): 2D6 damage

TEETH & TUSKS
Again, additional types of these natural weapons not found in ATB2.
Crushing Teeth (10 BIO-E): 2D8 damage.
Cutting Teeth (10 BIO-E): 3D8 damage.
Double Forehead Tusk (20 BIO-E): 2D10 damage.
Forehead Tusk (10 BIO-E): 1D10 damage.
Gripping Teeth (5 BIO-E): 2D6 damage.
Maxillipeds (2 BIO-E Small & 10 BIO-E Large): 1D4 or 1D6 damage. These are appendages modified to act as mouth parts, found in crustaceans.
Mouth Spikes (5 BIO-E): 1D8 damage. Spiders don't have normal mouths per se, instead they have the equivalent of a drinking straw.

Tentacle Clubs (20 BIO-E)
These are effectively the widened area at the end of the tentacles.

Urticating Hairs (10 BIO-E)
These are small, barbed hairs used as a defense mechanism. Victim must save vs pain or take 3D4 damage.

Urticating Hairs: Launching (20 BIO-E)
Same as Urticating Hairs above, but can be launched up to 30 feet away.

Water Spray (10 BIO-E)
Belugas are known for playfully spitting gallons of water at nearby creatures or objects. Damage: 1D4 plus plus the victim must make a saving throw vs blinding (10+) or be temporarily blinded for 1D6 melee rounds. Range: 12 feet (3.6 m).

Wrestling Neck (10 BIO-E)
(+15 S.D.C.) Neck Block does 1D6 damage plus bonuses.

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