Heightened Constitution: This adds 2 additional hit points for every point of the mutant's constitution. It also gives an 18 resistance to poison and adds three points to the mutant's radiation resistance.

Heightened Dexterity: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may penalize such a mutant by reducing its armor class when it is encumbered.

Heightened Strength: This mutation allows its owner to cause 3 dice of damage over and above all damage he would normally inflict with non-powered weapons.

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