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	<title>Discordia - User contributions [en]</title>
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	<updated>2026-05-30T20:46:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Gunsmithing&amp;diff=6143</id>
		<title>Gunsmithing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Gunsmithing&amp;diff=6143"/>
		<updated>2023-09-18T13:17:42Z</updated>

		<summary type="html">&lt;p&gt;Humon: Fixes heading tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modular Gun Parts ==&lt;br /&gt;
When a gun part is examined, it will often show the player a list of stats, such as their effect on recoil or damage. These parts are modular—they can be installed on a compatible modular gun.&lt;br /&gt;
&lt;br /&gt;
=== Grips ===&lt;br /&gt;
This part of a gun ensures that the weapon can be fired accurately, and determines the skin the gun uses. Different types of grips determine what the grip and stock will look like. Additionally, depending on the quality of the part a grip can affect the recoil of a gun, reducing it by up to 25%.&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
The caliber a gun accepts is dependant on the barrel. Different calibers contain different innate stats, pistol calibers rack high damage, while rifle calibers carry more penetration. Larger calibers tend to cause greater wounds, at the cost of higher recoil. What barrels you can install on a gun is dependant on the gun's mechanism. Some will accept a wide range of barrels (even combinations such as a shotgun barrel on a rifle!), while others are more limited.&lt;br /&gt;
&lt;br /&gt;
=== Mechanism ===&lt;br /&gt;
These are the most important part of a gun, heavily affecting the stat layout of your firearm. You will notice that mechanisms carry two parts in their name: the class (heavy, light, sharpshooter, etc.) and the type(autorifle, pistol, shotgun, etc.). The type determines what frames the mechanism is designed for, for example an autorifle mechanism can only be installed on rifles—such as the AK platform. The class determines the individual stat layout, affecting damage, penetration, determining the firemodes, and many other characteristics of the gun.&lt;br /&gt;
&lt;br /&gt;
== Modular Gun Platforms ==&lt;br /&gt;
When you stumble upon a gun frame, you might notice it isn't like the old legacy gun frames, where they behave like a gun part—they can be examined like a proper gun, have a safety, and so on. These are modular gun frames, where you can install the various gun parts you have found or crafted. Only these guns can be improved by using high-quality parts.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Kalash&amp;quot; platform ===&lt;br /&gt;
The AK platform is the universal modular autorifle—it accepts every grip and autorifle mechanism you can find. The &amp;quot;Sermak&amp;quot; frame is the makeshift variant of the AK platform, functionally identical other than a higher base recoil value, making it less accurate.&lt;br /&gt;
&lt;br /&gt;
* SA &amp;quot;Krinkov&amp;quot;: The Serbian AK, boasting with a (+2) forged barrel that ensures a good amount of damage despite the damage reduction from its &amp;quot;Light&amp;quot; mechanism. Accessible in the Serbian tradeship, as well as by the Serbian mercenaries.&lt;br /&gt;
* FS &amp;quot;Venger&amp;quot;: A solid baseline AK, possessing baseline parts and a &amp;quot;Heavy&amp;quot; mechanism, making it a solid rifle on a budget. Accessible in the armory.&lt;br /&gt;
* FS &amp;quot;Vipr&amp;quot;: The civilian version of the Venger, assembled from subpar parts. Cheap, but its &amp;quot;Basic&amp;quot; mechanism leaves a lot to be desired.&lt;br /&gt;
* Excelsior &amp;quot;Kalashnikov&amp;quot;: An AK with an excellent (+2) &amp;quot;Determined&amp;quot; mechanism and (+2) Excelsior grip. Likely the best ready-made AK you will stumble on the ship.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Wintermute&amp;quot; platform ===&lt;br /&gt;
The wintermute is an autorifle platform that can only accept &amp;quot;Determined&amp;quot; mechanisms. As the &amp;quot;Determined&amp;quot; mechanism only supports the three rifle calibers, the wintermute can only be chambered in .20, .25 and .30 calibers. All grips are compatible. Only found in the Armory.&lt;br /&gt;
&lt;br /&gt;
=== Mk58 platform ===&lt;br /&gt;
A pistol platform, accepting any grip, but only .35 caliber barrels. As pistol mechanisms do not have classes yet, the Mk58 has no space for stat-customization, other than the quality of the parts used. You can find this weapon in Bill's Discount Vendor.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
The core of the crafting system is the Crafting station—it allows you to produce custom parts, so long you have a high enough Cognition stat, and a good enough Manipulator component.&lt;br /&gt;
&lt;br /&gt;
==== Quality ====&lt;br /&gt;
Based on Cognition and the manipulator component of the station. 15 Cog allows you to craft Quality 0 items. Without it, anything you produce will be Quality -1. 30 Cognition and a Tier 2 part unlocks Quality +1, and 45 Cognition with a Tier 3 part unlocks Quality +2.&lt;br /&gt;
&lt;br /&gt;
The mechanism and barrel of a gun provides an extra 5% damage multiplier added to your gun per quality level each. The grip provides 12.5% recoil reduction. The frame of a gun has no quality, however.&lt;br /&gt;
&lt;br /&gt;
Autolathes are also limited by quality. As autolathes are automatic, you do not need Cognition to print high quality parts. Instead, the disk determines the end-result: high tier disks provide better parts. For now, this is only relevant when printing a modular gun from its disk, such as an Excelsior &amp;quot;Kalashnikov&amp;quot; disk. (For example, in order to achieve the (+2) mechanism and (+2) grip of a &amp;quot;Kalashnikov&amp;quot; detailed in the AK platform list, you will need at least Tier 3 manipulators, such as the Excelsior ones)&lt;br /&gt;
&lt;br /&gt;
==== Gunsmithing Perk ====&lt;br /&gt;
This perk provides you with a +1 extra quality when crafting any gun or ammo, up to the maximum +2. This means you can craft +2 parts if you have 30 Cognition and Tier 2 parts, or +1 parts if you have 15 Cognition and default parts.&lt;/div&gt;</summary>
		<author><name>Humon</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Gunsmithing&amp;diff=6142</id>
		<title>Gunsmithing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Gunsmithing&amp;diff=6142"/>
		<updated>2023-09-18T12:31:27Z</updated>

		<summary type="html">&lt;p&gt;Humon: Wiki page based on current state of modular guns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modular Gun Parts ==&lt;br /&gt;
When a gun part is examined, it will often show the player a list of stats, such as their effect on recoil or damage. These parts are modular—they can be installed on a compatible modular gun.&lt;br /&gt;
&lt;br /&gt;
=== Grips ===&lt;br /&gt;
This part of a gun ensures that the weapon can be fired accurately, and determines the skin the gun uses. Different types of grips determine what the grip and stock will look like. Additionally, depending on the quality of the part a grip can affect the recoil of a gun, reducing it by up to 25%.&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
The caliber a gun accepts is dependant on the barrel. Different calibers contain different innate stats, pistol calibers rack high damage, while rifle calibers carry more penetration. Larger calibers tend to cause greater wounds, at the cost of higher recoil. What barrels you can install on a gun is dependant on the gun's mechanism. Some will accept a wide range of barrels (even combinations such as a shotgun barrel on a rifle!), while others are more limited.&lt;br /&gt;
&lt;br /&gt;
=== Mechanism ===&lt;br /&gt;
These are the most important part of a gun, heavily affecting the stat layout of your firearm. You will notice that mechanisms carry two parts in their name: the class (heavy, light, sharpshooter, etc.) and the type(autorifle, pistol, shotgun, etc.). The type determines what frames the mechanism is designed for, for example an autorifle mechanism can only be installed on rifles—such as the AK platform. The class determines the individual stat layout, affecting damage, penetration, determining the firemodes, and many other characteristics of the gun.&lt;br /&gt;
&lt;br /&gt;
== Modular Gun Platforms ==&lt;br /&gt;
When you stumble upon a gun frame, you might notice it isn't like the old legacy gun frames, where they behave like a gun part—they can be examined like a proper gun, have a safety, and so on. These are modular gun frames, where you can install the various gun parts you have found or crafted. Only these guns can be improved by using high-quality parts.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Kalash&amp;quot; platform ===&lt;br /&gt;
The AK platform is the universal modular autorifle—it accepts every grip and autorifle mechanism you can find. The &amp;quot;Sermak&amp;quot; frame is the makeshift variant of the AK platform, functionally identical other than a higher base recoil value, making it less accurate.&lt;br /&gt;
&lt;br /&gt;
* SA &amp;quot;Krinkov&amp;quot;: The Serbian AK, boasting with a (+2) forged barrel that ensures a good amount of damage despite the damage reduction from its &amp;quot;Light&amp;quot; mechanism. Accessible in the Serbian tradeship, as well as by the Serbian mercenaries.&lt;br /&gt;
* FS &amp;quot;Venger&amp;quot;: A solid baseline AK, possessing baseline parts and a &amp;quot;Heavy&amp;quot; mechanism, making it a solid rifle on a budget. Accessible in the armory.&lt;br /&gt;
* FS &amp;quot;Vipr&amp;quot;: The civilian version of the Venger, assembled from subpar parts. Cheap, but its &amp;quot;Basic&amp;quot; mechanism leaves a lot to be desired.&lt;br /&gt;
* Excelsior &amp;quot;Kalashnikov&amp;quot;: An AK with an excellent (+2) &amp;quot;Determined&amp;quot; mechanism and (+2) Excelsior grip. Likely the best ready-made AK you will stumble on the ship.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Wintermute&amp;quot; platform ====&lt;br /&gt;
The wintermute is an autorifle platform that can only accept &amp;quot;Determined&amp;quot; mechanisms. As the &amp;quot;Determined&amp;quot; mechanism only supports the three rifle calibers, the wintermute can only be chambered in .20, .25 and .30 calibers. All grips are compatible. Only found in the Armory.&lt;br /&gt;
&lt;br /&gt;
==== Mk58 platform ====&lt;br /&gt;
A pistol platform, accepting any grip, but only .35 caliber barrels. As pistol mechanisms do not have classes yet, the Mk58 has no space for stat-customization, other than the quality of the parts used. You can find this weapon in Bill's Discount Vendor.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
The core of the crafting system is the Crafting station—it allows you to produce custom parts, so long you have a high enough Cognition stat, and a good enough Manipulator component.&lt;br /&gt;
&lt;br /&gt;
==== Quality ====&lt;br /&gt;
Based on Cognition and the manipulator component of the station. 15 Cog allows you to craft Quality 0 items. Without it, anything you produce will be Quality -1. 30 Cognition and a Tier 2 part unlocks Quality +1, and 45 Cognition with a Tier 3 part unlocks Quality +2.&lt;br /&gt;
&lt;br /&gt;
The mechanism and barrel of a gun provides an extra 5% damage multiplier added to your gun per quality level each. The grip provides 12.5% recoil reduction. The frame of a gun has no quality, however.&lt;br /&gt;
&lt;br /&gt;
Autolathes are also limited by quality. As autolathes are automatic, you do not need Cognition to print high quality parts. Instead, the disk determines the end-result: high tier disks provide better parts. For now, this is only relevant when printing a modular gun from its disk, such as an Excelsior &amp;quot;Kalashnikov&amp;quot; disk. (For example, in order to achieve the (+2) mechanism and (+2) grip of a &amp;quot;Kalashnikov&amp;quot; detailed in the AK platform list, you will need at least Tier 3 manipulators, such as the Excelsior ones)&lt;br /&gt;
&lt;br /&gt;
==== Gunsmithing Perk ====&lt;br /&gt;
This perk provides you with a +1 extra quality when crafting any gun or ammo, up to the maximum +2. This means you can craft +2 parts if you have 30 Cognition and Tier 2 parts, or +1 parts if you have 15 Cognition and default parts.&lt;/div&gt;</summary>
		<author><name>Humon</name></author>
	</entry>
	<entry>
		<id>https://wiki.cev-eris.com/index.php?title=Genetics_ErisEn&amp;diff=5893</id>
		<title>Genetics ErisEn</title>
		<link rel="alternate" type="text/html" href="https://wiki.cev-eris.com/index.php?title=Genetics_ErisEn&amp;diff=5893"/>
		<updated>2022-10-16T16:38:55Z</updated>

		<summary type="html">&lt;p&gt;Humon: Added part regarding reagents and explanation of bug caused by lag, &amp;quot;antidot&amp;quot; typo fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On the CEV 'Eris', Genetics is the science of identifying and activating latent powers in humans via mutations. Passengers of the ship may contact Moebius Laboratories about activating their true biological potential, or purchase sequences from other donors to protect themselves from the various dangers of the ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt; Genetic Machines &amp;lt;/h1&amp;gt;&lt;br /&gt;
=== Chrysalis Pod ===&lt;br /&gt;
[[File:ChrysalisPod.gif|right]]&lt;br /&gt;
The Chrysalis Pod is a stationary DNA scanner. To scan a target, drag them onto the machine and use the outside control panel to scan them.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Regurgitator ===&lt;br /&gt;
[[File:GeneticRegurgitator.gif|right]]&lt;br /&gt;
The Genetic Regurgitator produces items to apply or remove genetic mutations from nutriment, glucose or animal protein. The Regurgitator takes liquid containers and data disks like a standard autolathe.&lt;br /&gt;
&lt;br /&gt;
=== ML &amp;quot;Sensillum&amp;quot; ===&lt;br /&gt;
[[File:DNASensillum.gif|right]]&lt;br /&gt;
The ML &amp;quot;Sensillum&amp;quot; is a handheld DNA scanner. Unlike the Chrysalis Pod, the ML &amp;quot;Sensillum&amp;quot; cannot independently scan a person's DNA; in order for the handheld DNA scanner to collect data the DNA donor needs to be injected with Kognim as a catalyst for genetic analysis. Kognim can be synthesized from any Chemical dispenser, being a compound of one part radium, two parts ryetalyn and one part synaptizine.&lt;br /&gt;
&lt;br /&gt;
==== Kognim ====&lt;br /&gt;
When using the Sensillum it is recommended to limit the amount of Kognim injected into the target as the reagent causes a large amount of pain when it is metabolized. More than 5u of Kognim may send the target into paincrit in short order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt; Analyzing Genes &amp;lt;/h1&amp;gt;&lt;br /&gt;
Every human being has at most 3 latent mutations that are dormant. These mutations can be scanned with the Chrysalis Pod or the ML &amp;quot;Sensillum&amp;quot; and saved to a storage device. The scanned data can then be analyzed by the Genome Decoder software.&lt;br /&gt;
&lt;br /&gt;
=== Genome Decoder ===&lt;br /&gt;
The Genome Decoder is a Moebius Labs software that decodes genetic data and categorizes it by it's function. To use the decoder simply download the software onto any compatible laptop or console, insert the disk of encoded genetic data and let the software do the work. The time that the software takes to decode the genome is dependent on the hardware of the host computers - more powerful processors speed up the decryption of the genetic data. The Genome Decoder software may be downloaded through the Download Manager.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt; Mutations &amp;lt;/h1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:40%;float:right;margin:auto&amp;quot;&lt;br /&gt;
|+Mutation Tier Probability and Capacity&lt;br /&gt;
|-&lt;br /&gt;
! !! style=&amp;quot;width:12%&amp;quot;|Nero !! style=&amp;quot;width:12%&amp;quot;|Vespasian !! style=&amp;quot;width:12%&amp;quot;|Tacticus !! style=&amp;quot;width:12%&amp;quot;|Hadrian !! style=&amp;quot;width:12%&amp;quot;|Aurelian&lt;br /&gt;
|-&lt;br /&gt;
| Probability|| 45% || 25% || 15% || 10% || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Limit per person || 5 || 4 || 3 || 2 || 1 &lt;br /&gt;
|}&lt;br /&gt;
Moebius has cataloged several types of mutations, each with their own tier of rarity. More powerful mutations are typically rarer to find and have stronger drawbacks when activated. Each passenger has at most 3 dormant mutations that can be scanned, pulling from the following pools of mutations. &lt;br /&gt;
&lt;br /&gt;
*Each mutation &amp;quot;card&amp;quot; is drawn separately - if a human has 3 dormant mutation each one has a 45% chance to roll from the 'Nero' tier of mutations&lt;br /&gt;
* Dormant mutations cannot be repeated - a human cannot have Blindness twice&lt;br /&gt;
&lt;br /&gt;
=== Mutations by Tier ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:black;width:99%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Nero (Tier 0) Mutations'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:85%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:12%&amp;quot;| Mutation !! style=&amp;quot;width:44%&amp;quot;|Effect !! style=&amp;quot;width:44%&amp;quot;|Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
| Blindness ||&lt;br /&gt;
* Mutant cannot see &lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Deafness ||&lt;br /&gt;
* Mutant cannot hear &lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Myopia || &lt;br /&gt;
* Mutant needs glasses &lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Stat Debuff || &lt;br /&gt;
* Mutant has -15 in the effected stat &lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:black;width:99%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Vespasian (Tier 1) Mutations'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:85%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:12%&amp;quot;| Mutation !! style=&amp;quot;width:44%&amp;quot;|Effect !! style=&amp;quot;width:44%&amp;quot;|Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
| Stat Buff ||&lt;br /&gt;
* Mutant has +25 in the effected stat &lt;br /&gt;
||&lt;br /&gt;
* Adds 10 NSA&lt;br /&gt;
|-&lt;br /&gt;
| No Reject ||&lt;br /&gt;
* Mutant does not reject incompatible blood types and can have any limb or organ attached to them &lt;br /&gt;
||&lt;br /&gt;
* Adds 10 NSA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:black;width:99%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Tacticus (Tier 2) Mutations'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:85%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:12%&amp;quot;| Mutation !! style=&amp;quot;width:44%&amp;quot;|Effect !! style=&amp;quot;width:44%&amp;quot;|Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Healing || &lt;br /&gt;
* Mutant slowly heals as if they had Tricordizine in their bloodstream&lt;br /&gt;
||&lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Mind Projection ||&lt;br /&gt;
* Mutant may speak to a target telepathically&lt;br /&gt;
||&lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Remote Observation ||&lt;br /&gt;
* Mutant may see through another person's eyes&lt;br /&gt;
* 1 minute cooldown&lt;br /&gt;
||&lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Force Speak ||&lt;br /&gt;
* Mutant may speak through a target&lt;br /&gt;
||&lt;br /&gt;
* Target has a 70% chance of identifying who is speaking through them&lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Numb Fingers || &lt;br /&gt;
* Mutant does not leave fingerprints &lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Roach Pheromones || &lt;br /&gt;
* Mutant may release Roach Pheromones, making Roaches friendly for about a minute&lt;br /&gt;
* Ability has a 2 minute cooldown &lt;br /&gt;
||&lt;br /&gt;
* Other humans in range without internals take sanity damage &lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Spider Pheromones || &lt;br /&gt;
* Mutant may release Spider Pheromones, making Spiders friendly for about a minute&lt;br /&gt;
* Ability has a 2 minute cooldown &lt;br /&gt;
||&lt;br /&gt;
* Other humans in range without internals take sanity damage &lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:black;width:99%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Hadrian (Tier 3) Mutations'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:85%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:12%&amp;quot;| Mutation !! style=&amp;quot;width:44%&amp;quot;|Effect !! style=&amp;quot;width:44%&amp;quot;|Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
| Reject ||&lt;br /&gt;
*  Mutant periodically rejects foreign objects from their body, such as shrapnel&lt;br /&gt;
||&lt;br /&gt;
* Rejection will eject implants and prosthetics if not paired with the No Reject mutation&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Greater Healing ||&lt;br /&gt;
* Heals the mutant as if they had a constant feed of Bicardine&lt;br /&gt;
||&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Oborin Syndrome ||&lt;br /&gt;
* Mutant sees the world in greyscale&lt;br /&gt;
* Mutant has increased sanity&lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Night Vision ||&lt;br /&gt;
* Mutant may see in the dark&lt;br /&gt;
||&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Vision ||&lt;br /&gt;
* Other creatures appear highlighted to the mutant without a red tint&lt;br /&gt;
||&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Inner Furher ||&lt;br /&gt;
* Mutant may emit a scream that attracts nearby roaches&lt;br /&gt;
* 1 minute cooldown&lt;br /&gt;
||&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis ||&lt;br /&gt;
* Mutant may interact with objects using mental powers&lt;br /&gt;
||&lt;br /&gt;
* &lt;br /&gt;
|-&lt;br /&gt;
| Clerical Psishielding ||&lt;br /&gt;
* Mutant is immune to all effects of Neotheology litanies&lt;br /&gt;
||&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:black;width:99%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;'''Aurelian (Tier 4) Mutations'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:85%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:12%&amp;quot;| Mutation !! style=&amp;quot;width:44%&amp;quot;|Effect !! style=&amp;quot;width:44%&amp;quot;|Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
| God Blood ||&lt;br /&gt;
* Negative effects of implants are suppressed for the Mutant. This includes cruciforms and excelsior complant implants&lt;br /&gt;
||&lt;br /&gt;
* Adds 0 NSA&lt;br /&gt;
|-&lt;br /&gt;
| X-ray Vision ||&lt;br /&gt;
* Mutant may see through walls&lt;br /&gt;
||&lt;br /&gt;
* Adds 15 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Phasing ||&lt;br /&gt;
* Mutant may pass through solid walls over a period of 15 seconds&lt;br /&gt;
||&lt;br /&gt;
* Adds 20 NSA&lt;br /&gt;
|-&lt;br /&gt;
| Morph Body ||&lt;br /&gt;
* Mutant may change their body to match someone else&lt;br /&gt;
||&lt;br /&gt;
* Adds 10 NSA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Activating Mutations [[File:DNAMeatCube.png]]===&lt;br /&gt;
Once a mutation has been scanned and decoded, Moebius can print out an imprinter - a meat cube that imprints a mutation on a person's genetic code. The imprinter can be printed out from the Gene Regurgitator for a nominal cost of 15u of nutriment or like material. &lt;br /&gt;
&lt;br /&gt;
'''To apply a mutation:'''&lt;br /&gt;
# Select the genetic mutation from the scanned mutations list&lt;br /&gt;
# Select the &amp;quot;Make Imprinter&amp;quot; button&lt;br /&gt;
# Have the target consume the resulting imprinter&lt;br /&gt;
&lt;br /&gt;
=== Removing Mutations [[File:WormDNACube.png]]===&lt;br /&gt;
In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides &amp;quot;antidotes&amp;quot; - worms that remove unwanted genetic mutations.&lt;br /&gt;
&lt;br /&gt;
'''To remove a mutation:'''&lt;br /&gt;
# Select the target mutation from the scanned mutations list&lt;br /&gt;
# Select &amp;quot;Create Antidote&amp;quot;&lt;br /&gt;
# Have the mutant consume the resulting worm&lt;br /&gt;
&lt;br /&gt;
Note that this is a targeted removal - if no mutation is selected before the Antidote is created the worm will remove a randomly selected mutation on consumption.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Reagent ===&lt;br /&gt;
If you grind down an imprinter you will notice that it contains 5 units of &amp;quot;twitching meat.&amp;quot; This reagent is responsible for mutations, and can be consumed straight from a beaker, or even injected. Do note, however, that injections will cause significantly more damage. Additionally, if two different kinds of genetic reagents are mixed together, they will revert into a random T0 mutation – or a targetless antidote if either is an antidote worm. A lesson to learn from this is to keep lag in mind, which can slow down the speed at which mutations activate or deplete from the system, which can cause accidental T0 mutations when the patients consume multiple imprinters too quickly. A way to circumvent this is to inject one cube as a reagent, while consuming the other orally, which places them in separate reagent systems, preventing mixing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt; Mutants in Society &amp;lt;/h1&amp;gt;&lt;br /&gt;
Most passengers on the CEV 'Eris' won't care that any particular person has mutation unless that mutation would cause them direct harm. Neotheology as a faction however does not look kindly on human Mutations, even if individuals may be more or less tolerant. &lt;br /&gt;
Ship law outlines most mutants as legal per [[Agreement ErisEn|The Agreement]], however overtly hazardous or destructive mutations may see the liberal application of Ironhammer Cease and Desist projectiles applied to the mutant's head in a repeated fashion.&lt;br /&gt;
&lt;br /&gt;
=== Cruciforms ===&lt;br /&gt;
Cruciforms passively suppress mutations in Neotheology members, unless that person has an active &amp;quot;Godblood&amp;quot; mutation to negate the Cruciform implant. Cruciforms slowly remove mutations in their hosts over time.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks ===&lt;br /&gt;
Neotheology Obelisks passively apply BURN damage to mutants within their range. The amount of BURN damage scales off the number of mutations the human has and the tier of the mutations. Mutants with multiple high-power mutations may literally start melting in the presence of holy symbols.&lt;/div&gt;</summary>
		<author><name>Humon</name></author>
	</entry>
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