Mental
Energy Blade
A mutant with this power can manifest a straight blade-like energy beam typically extending from the back of the hand. It's length varies, reaching from 11" (dagger sized) all the way to 78" (glaive) based on MSMod. This mutation requires a great deal of concentration to use, barring all spell casting and certain other mental mutations. In addition if the mutant suffers damage equal to or greater than three times his Willpower score from a single attack he is treated as subject to a mental attack, using the attacker's Strength (or Dexterity when using missile weapons) score. If this mental attack succeeds the mutant loses this psychic weapon for 1d4+2 rounds. Because the energy blade functions as an actual weapon it still requires an attack roll to hit but gain no Strength based damage bonus.
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MSMod Weapon Length (in inches) Damage
1 Dagger 11" 2d4
2|Short sword 23" 2d6
3|Normal sword 39" 2d8
4|Longsword 51" 2d10
5+|Glaive 78" 2d12, can be set versus charge and can strike enemies five feet away without being thrown
Healing Touch
With this mutation the user can heal wounds and cure ailments on those he touches. The beneficiary is healed by 2d6(+1d6 per MSMod) points of damage, but only responds to this treatment once per turn. Mutants with this healing power can also employ any one of the following abilities mentioned below.
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MSMod Effect
1 Cure blindness, deafness, paralysis and fear. This takes one full round.
2 Cure poison. This takes two full rounds.
3 Removes 1d4 points of ability damage. This takes three full rounds.
4 Acts as the spell restoration. Takes four full rounds.
5 Acts as the spell greater restoration. Takes five full rounds.