d-Infinity

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Uses for the Mutation 'Energy-Retaining Cell Structure'

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This mutation gives the character or creature the ability to generate a charge all over its body. The downside is that is apparently can not be shut off and thus the mutant is constantly shocking, burning or otherwise harming most items they come in contact with. Or not depending on how the Mutant Lord rules. Even though it is a combat mutation, energry-retaining cell structure can have several other uses.

Electrochemistry has several uses for ERCS. It allows the mutant to split water and thus gain a source of oxygen below the waves. The mutant can create or neutralize acids and bases. Electroplating allows the mutant to use chemicals and their charge to create new alloys with potentially novel physical traits. Electrosmelting allows the mutant to draw metals out of minerals and some alloys, thus creating a base for industry. Battery recharging is an obvious one, but it may not work for power cells (it depends on how the cells function). Even so, charging primitive batteries can make the mutant wealthy. And not as glamorous, but lightning creates nitrogen fertilizer and thus the mutant can as well. In fact they may have small plants and algae growing on them because of their constant charge as well as sweat and natural body oils.

Some other uses include detecting metals such as nickle, iron and their alloys; creating light and flares; electrical generation like a turbine as a power plant (good for jury-rigged tech) and ovecharging muscles. The last potential ability should increase the recipient's, which may be the mutant, strength while inflicting damage and decreasing dexterity while the charge is flowing.

It may not be the most handy mutation, but it is one of the most flexible.