Natural Weaponry
The hero's body contains special anatomical features that can function as weapons. These may be of any nature and can be external, internal, or retractable. If these are damaged the hero suffers as if they were normal body parts.
When creating the hero, the player decides the nature of the weaponry. The weaponry chosen possesses this Power and rank taken as material strength for purposes of determining potential damage.
Each time the player rolls this Power, he can add another weapon to the hero. As stated in the Player's Book, some forms of Natural Weaponry provide Bonus Powers (see Modified Human - Etra Body Parts). These are placed in the next available slot in the Power Generation.
The player and the Judge need to work together to create a functional hero. A drawback to this Power is that if the hero is somehow deprived of his Natural Weaponry, he suffers a loss to his Fighting Ability equal to his weapon's rank.
Example: Due to a mishap with a matter transmitter, Wolverine temporarily loses his claws. He's so shaken that his normal In(40) Fighting Ability drops to Fb(2).
If the Natural Weaponry is made of materials not normally found in the body, it makes the hero vulnerable to attacks that affect those materials. For instance, Wolvie has a -1CS resistance to Magneto's powers, since they can affect his metal skeleton.