This mutation covers a wide array of effects over the entire bodily structure of the mutant.
Enlarged Parts: Some aspect of the mutant’s body has grown to an abnormally large size and, as a result, has increased functionality. Because this is a benefit all limbs and organs are assumed to be affected in concert (i.e. both arms, both legs, etc.). For example, this mutation could manifest as a +1, +2, or +3 to damage if arms are larger than normal, or +60 to movement for longer or larger legs.
Xenomorphism: The character gains a unique organ/limb with a new function, such as an extra pair of eyes on stalks, a prehensile proboscis, a limb or body part from another species, or a set of tentacles that act as extra arms. An extra body part from another species may (50%) be equipped with a natural weapon.
Extra Parts: Any organ or limb that is normally present may be multiplied. An extra normal organ (extra heart, extra set of lungs) may be acquired, which could increase CON by +1. To generate a random number of a given body part roll 1d4+1 and multiply by that number, or a number may be selected. The brain and/or head cannot be duplicated by this mutation. The body part must be selected at character generation.
Natural Weapon: The mutant is equipped with a natural weapon, such as horns, teeth, or claws (select at character creation). These will inflict damage as determined by rolling 1d8; 1-2 1d4, 3-4 1d6, 5-6 1d8, 7-8 1d10. The character may only attack once per round with a natural weapon, unless he possesses more than one attack per round. A natural weapon may (25%) be equipped with a toxic weapon, such as poison.