Mental: Through years of exposure to a certain substance (chemicals or radiation, for instance), or concentrated form of energy (such as heat, cold, or light) in the mutant’s environment, a resistance against said source has been accumulated, allowing the mutant to take more damage from one of these sources.
This mutation gives the mutant a hit point reserve equal to his total hit points. This hit point reserve is used to take damage from the substance he is resistant to before it begins to affect his regular pool of hit points. This separate pool heals in the same manner and at the same time as the character’s hit point pool, even if that rate is changed by other mutations such as acute hyper healing or body adjustment.
Plant: With this mutation, the plant has learned to change its structure to gain complete immunity to any energy-based attack that it has experienced in the past, including heat, cold, electricity, radiation, or energy weapons.