Physical Mutation: Damage Absorption

Chris Van Deelen

Damage Absorption

Type: Physical, plant

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Five times power additional hit points

AI Recognition: None

Damage: None

Uses: Constant

Damage Absorption Table

Roll

Damage Type

1

Acid

2

Blunt

3

Cold

4

Cutting or piercing

5

Electrical

6

Light

7

Poison

8

Psionic (mental)

9

Radiation

10

Sonic

11

Thermal

12

Choose one of the above

 

The mutant is able to absorb a specific type of damage. This acts in a similar manner to damage reduction, but instead of the damage being reduced or nullified entirely, this is in effect a separate hit point total from which the damage is removed. Whenever the mutant is subjected to the specified damage type, it will first be absorbed by this hit point pool. After the pool has been depleted, then the mutant will take actual damage. The pool can be replenished by the mutant’s natural healing rate plus three times the power score modifier per 24 hours, and optionally it can also use medical devices, drugs or even other mutations which would normally heal the mutant to replenish this pool  Roll on the above chart to see the type of damage the mutant can absorb.

Alternate Mutation Rules

Entertainment Mutant Index
New Mutant Monday Series One Index
New Mutant Monday Series Two Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.