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Cryokinesis: This is the ability to cause living matter, water, or anything else that will freeze, to suffer cold damage and possibly freeze solid (referee’s discretion). On the first melee turn, 1 die (d6) of damage is done, and through undisturbed concentration, up to 10 dice (10d6) of damage may be inflicted on the 10th melee turn by a mutant with cryokinesis. The effective range of this mutation is 25 meters.

Pyrokinesis: This is the ability to cause living matter or anything that is reasonably flammable, such as wood, or plastic, to suffer heat damage and eventually burst into flame. On the first melee turn 1 die (d6) of damage is done (not necessarily fire) and through undisturbed concentration, up to 10 dice (d6) of damage may be inflicted on the 10th melee turn by a mutant with pyrokinesis. The referee determines when and if a fire starts. The effective range of this mutation is 25 meters.

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