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==Mutations== * Physical ** Reduced Immune System-Whenever the character falls ill, whether it is from infection caused by combat/misadventure, or airborne infectious diseases, the character suffers an extra 10 hp of damage per day. If using the optional Disease rules characters with this mutation suffer a -4 saving throw adjustment against diseases, and the duration is doubled. * Mental ** Mind Reflection-The mutant may reflect any mental attack he experiences back at the attacker, but he still suffers the effects of the attack. He may only reflect a power that he has been successfully stricken by, and only as many times as he has been stricken by it. The reflected power strikes the mind of the attacker, and it can never target any other creature. ** Mind Thrust-The mutant is capable of firing a bolt of pure mental energy into the mind of another creature, doing 3d6 hp damage at up to 50 feet. This ability takes time to recharge, and can only be used once every two rounds. ** Teleport-This ability allows the mutant to disappear from one location and appear in a location up to 20 miles distant without physically crossing the intervening space. If the mutant has never been to the location he is teleporting to or is only slightly familiar with it (MLβs discretion) he has a 25% chance of suffering 10d6 damage upon arrival as he teleports into a space occupied by another object, or misjudges some aspect of the location. If he is intimately familiar with his destination or has spent 2d4 hours conjuring an image of the location in his mind he can teleport safely. ** Neural Telekinesis-With this mutation the character can lift or move WILx10 pounds using only the power of his mind. This ability does not extend to lifting the mutant, however. To the mutant, using this power feels like lifting the object with his strength, and so requires some concentration. This ability has a range of 50 feet, and can only be used to hold things for 5 rounds before the mutant becomes tired and must set the objects down. The mutant must rest for 5 rounds before using the power again. Any use of this mutation on another creature, or objects carried by another creature, is considered a mental attack and must be handled accordingly.
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