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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.
   
  +
<h1> Genetic Machines </h1>
Genetics are really unintuitive so here is a guide.
 
  +
=== Chrysalis Pod ===
= '''Mutations''' =
 
  +
[[File:ChrysalisPod.gif|right]]
Here is a list of mutations you can get: Positive are: '''X-ray'''(You can see thru walls), '''Telepathy'''(You can send messages to other people), '''Hulk'''(You become strong and clumsy, you become green and you always yell), '''Telekynesis'''(You can control objects from a distance, your face glows blue), '''Warmth'''(You are immune to depressurized areas and areas which are cold,your whole body glows orange), Negative: '''Deafness'''(can’t hear), '''Blindness'''(Can’t see).
 
  +
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.
The symptoms you see in chat for all of these mutations are:
 
Telekynesis-You feel smarter, X-ray-The walls suddenly disappear, Telepathy-something about smartness,Hulk-Your muscles feel weak, Warmth-You feel warmer. Deafness-You can’t seem to hear anything, Blindness:You can’t seem to see anything.
 
Some of these like: Hulk, Telekynesis and Warmth are visible mutations, so you need to hide them, and you may be validhunted.
 
= '''How to get the mutations''' =
 
To start on how to get these mutations:
 
First, get a bottle of Hyronalyn or any other Anti-Toxins because you are going to get irradiated.
 
You are going to go to the genetics lab, and put a monkey in the tube:
 
   
  +
=== Genetic Regurgitator ===
[[File:Genetics monkey.png|center|image 1]]
 
  +
[[File:GeneticRegurgitator.gif|right]]
  +
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.
   
  +
=== ML "Sensillum" ===
'''First thing you are going to do is save the monkeys Structural enzymes''' by accessing the machine:
 
  +
[[File:DNASensillum.gif|right]]
  +
The ML "Sensillum" is a handheld DNA scanner. Unlike the Chrysalis Pod, the ML "Sensillum" 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.
   
  +
==== Kognim ====
[[File:Genetics S.E..png|center|image 2]]
 
  +
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.
   
  +
<h1> Analyzing Genes </h1>
After you’ve done that you can start doing the job!
 
  +
Every human being has at most 3 latent mutations that are dormant. These mutations can be scanned with the Chrysalis Pod or the ML "Sensillum" and saved to a storage device. The scanned data can then be analyzed by the Genome Decoder software.
You are going to want to open the Modify SE tab and start irradiating blocks.
 
Irradiating a block will result in it changing its number, when the number on the first square in a block is 9 or a Letter that means you might have gotten a mutation!
 
   
  +
=== Genome Decoder ===
[[File:Genetics Modify SE.png|center|image 3]]
 
  +
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.
   
  +
<h1> Mutations </h1>
This is what it looks like when there might be a mutation:
 
  +
{| class="wikitable" style="width:40%;float:right;margin:auto"
  +
|+Mutation Tier Probability and Capacity
  +
|-
  +
! !! style="width:12%"|Nero !! style="width:12%"|Vespasian !! style="width:12%"|Tacticus !! style="width:12%"|Hadrian !! style="width:12%"|Aurelian
  +
|-
  +
| Probability|| 45% || 25% || 15% || 10% || 5%
  +
|-
  +
| Limit per person || 5 || 4 || 3 || 2 || 1
  +
|}
  +
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.
   
  +
*Each mutation "card" is drawn separately - if a human has 3 dormant mutation each one has a 45% chance to roll from the 'Nero' tier of mutations
[[File:Genetics mutated block.png|center|image 4]]
 
  +
* Dormant mutations cannot be repeated - a human cannot have Blindness twice
   
  +
=== Mutations by Tier ===
Now you take out the monkey and you see if he has any visible effects on him... Although some of the mutations are not visible so the better tactic is to save the structural enzymes yourself, print the injector and test it yourself.
 
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Nero (Tier 0) Mutations'''</span>
  +
<div class="mw-collapsible-content">
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| Blindness ||
  +
* Mutant cannot see
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Deafness ||
  +
* Mutant cannot hear
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Myopia ||
  +
* Mutant needs glasses
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Stat Debuff ||
  +
* Mutant has -15 in the effected stat
  +
||
  +
* Adds 0 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
[[File:Genetics injector.png|center|image 5]]
 
  +
<span style="font-size:1.2em;">'''Vespasian (Tier 1) Mutations'''</span>
  +
<div class="mw-collapsible-content" >
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| Stat Buff ||
  +
* Mutant has +25 in the effected stat
  +
||
  +
* Adds 10 NSA
  +
|-
  +
| No Reject ||
  +
* Mutant does not reject incompatible blood types and can have any limb or organ attached to them
  +
||
  +
* Adds 10 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
If you get a negative mutation, you can print the firstly saved Structural Enzymes and inject yourself with them.
 
  +
<span style="font-size:1.2em;">'''Tacticus (Tier 2) Mutations'''</span>
Now you rince and repeat for every block.
 
  +
<div class="mw-collapsible-content" style="">
= '''Loyd's genetics method''' =
 
  +
{| class="wikitable" style="width:85%;"
The strategy I use which is the most effective for me is:
 
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
I first get mutations on every block in the first row:
 
  +
|-
  +
| Lesser Healing ||
  +
* Mutant slowly heals as if they had Tricordizine in their bloodstream
  +
||
  +
* Adds 15 NSA
  +
|-
  +
| Mind Projection ||
  +
* Mutant may speak to a target telepathically
  +
||
  +
* Adds 15 NSA
  +
|-
  +
| Remote Observation ||
  +
* Mutant may see through another person's eyes
  +
* 1 minute cooldown
  +
||
  +
* Adds 15 NSA
  +
|-
  +
| Force Speak ||
  +
* Mutant may speak through a target
  +
||
  +
* Target has a 70% chance of identifying who is speaking through them
  +
* Adds 15 NSA
  +
|-
  +
| Numb Fingers ||
  +
* Mutant does not leave fingerprints
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Roach Pheromones ||
  +
* Mutant may release Roach Pheromones, making Roaches friendly for about a minute
  +
* Ability has a 2 minute cooldown
  +
||
  +
* Other humans in range without internals take sanity damage
  +
* Adds 15 NSA
  +
|-
  +
| Spider Pheromones ||
  +
* Mutant may release Spider Pheromones, making Spiders friendly for about a minute
  +
* Ability has a 2 minute cooldown
  +
||
  +
* Other humans in range without internals take sanity damage
  +
* Adds 15 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
[[File:Mutation method.png|center|image 6]]
 
  +
<span style="font-size:1.2em;">'''Hadrian (Tier 3) Mutations'''</span>
  +
<div class="mw-collapsible-content" style="">
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| Reject ||
  +
* Mutant periodically rejects foreign objects from their body, such as shrapnel
  +
||
  +
* Rejection will eject implants and prosthetics if not paired with the No Reject mutation
  +
* Adds 20 NSA
  +
|-
  +
| Greater Healing ||
  +
* Heals the mutant as if they had a constant feed of Bicardine
  +
||
  +
* Adds 20 NSA
  +
|-
  +
| Oborin Syndrome ||
  +
* Mutant sees the world in greyscale
  +
* Mutant has increased sanity
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Night Vision ||
  +
* Mutant may see in the dark
  +
||
  +
* Adds 20 NSA
  +
|-
  +
| Thermal Vision ||
  +
* Other creatures appear highlighted to the mutant without a red tint
  +
||
  +
* Adds 20 NSA
  +
|-
  +
| Inner Furher ||
  +
* Mutant may emit a scream that attracts nearby roaches
  +
* 1 minute cooldown
  +
||
  +
* Adds 20 NSA
  +
|-
  +
| Telekinesis ||
  +
* Mutant may interact with objects using mental powers
  +
||
  +
*
  +
|-
  +
| Clerical Psishielding ||
  +
* Mutant is immune to all effects of Neotheology litanies
  +
||
  +
* Adds 20 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
Then I print a Structural Enzyme injector and inject myself with it, to see if I got any good mutation. If there was a positive mutation I will print an injector with each of the blocks to locate where it is.
 
  +
<span style="font-size:1.2em;">'''Aurelian (Tier 4) Mutations'''</span>
  +
<div class="mw-collapsible-content" style="">
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| God Blood ||
  +
* Negative effects of implants are suppressed for the Mutant. This includes cruciforms and excelsior complant implants
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| X-ray Vision ||
  +
* Mutant may see through walls
  +
||
  +
* Adds 15 NSA
  +
|-
  +
| Phasing ||
  +
* Mutant may pass through solid walls over a period of 15 seconds
  +
||
  +
* Adds 20 NSA
  +
|-
  +
| Morph Body ||
  +
* Mutant may change their body to match someone else
  +
||
  +
* Adds 10 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
=== Activating Mutations [[File:DNAMeatCube.png]]===
[[File:Mutatuion method1.png|center|image 7]]
 
  +
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.
   
  +
'''To apply a mutation:'''
Then when I found out where it is I will label the injector as it should be and save it on a disk:
 
  +
# Select the genetic mutation from the scanned mutations list
  +
# Select the "Make Imprinter" button
  +
# Have the target consume the resulting imprinter
   
  +
=== Removing Mutations [[File:WormDNACube.png]]===
[[File:Mutation method2.png|center|image 8]]
 
  +
In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides "antidotes" - worms that remove unwanted genetic mutations.
   
  +
'''To remove a mutation:'''
To save it on a disk, just take the disk from the table in the room, insert it in the console, and click Save to Disk.
 
  +
# Select the target mutation from the scanned mutations list
  +
# Select "Create Antidote"
  +
# Have the mutant consume the resulting worm
   
  +
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.
[[File:Save to disk.png|center|image 9]]
 
   
  +
=== Genetic Reagent ===
Now you rince and repeat for every row on the Modify S.E. tab and that should be it. When you are done with all the blocks on that monkey, just toss him out and get another one.
 
  +
If you grind down an imprinter you will notice that it contains 5 units of "twitching meat." 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.
   
  +
<h1> Mutants in Society </h1>
[[File:All mutations.png|center|image 10]]
 
  +
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.
  +
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.
   
  +
=== Cruciforms ===
^^^When you have all the mutations (Giga chad).
 
  +
Cruciforms passively suppress mutations in Neotheology members, unless that person has an active "Godblood" mutation to negate the Cruciform implant. Cruciforms slowly remove mutations in their hosts over time.
Do remember that the process will take a lot of time and you will be valid hunted afterwards, so I suggest only getting not visible mutations like X-ray and Telepathy.
 
  +
  +
=== Obelisks ===
  +
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.

Latest revision as of 16:38, 16 October 2022

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.

Genetic Machines

Chrysalis Pod

ChrysalisPod.gif

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.

Genetic Regurgitator

GeneticRegurgitator.gif

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.

ML "Sensillum"

DNASensillum.gif

The ML "Sensillum" is a handheld DNA scanner. Unlike the Chrysalis Pod, the ML "Sensillum" 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.

Kognim

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.

Analyzing Genes

Every human being has at most 3 latent mutations that are dormant. These mutations can be scanned with the Chrysalis Pod or the ML "Sensillum" and saved to a storage device. The scanned data can then be analyzed by the Genome Decoder software.

Genome Decoder

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.

Mutations

Mutation Tier Probability and Capacity
Nero Vespasian Tacticus Hadrian Aurelian
Probability 45% 25% 15% 10% 5%
Limit per person 5 4 3 2 1

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.

  • Each mutation "card" is drawn separately - if a human has 3 dormant mutation each one has a 45% chance to roll from the 'Nero' tier of mutations
  • Dormant mutations cannot be repeated - a human cannot have Blindness twice

Mutations by Tier

Nero (Tier 0) Mutations

Mutation Effect Drawbacks
Blindness
  • Mutant cannot see
  • Adds 0 NSA
Deafness
  • Mutant cannot hear
  • Adds 0 NSA
Myopia
  • Mutant needs glasses
  • Adds 0 NSA
Stat Debuff
  • Mutant has -15 in the effected stat
  • Adds 0 NSA

Vespasian (Tier 1) Mutations

Mutation Effect Drawbacks
Stat Buff
  • Mutant has +25 in the effected stat
  • Adds 10 NSA
No Reject
  • Mutant does not reject incompatible blood types and can have any limb or organ attached to them
  • Adds 10 NSA

Tacticus (Tier 2) Mutations

Mutation Effect Drawbacks
Lesser Healing
  • Mutant slowly heals as if they had Tricordizine in their bloodstream
  • Adds 15 NSA
Mind Projection
  • Mutant may speak to a target telepathically
  • Adds 15 NSA
Remote Observation
  • Mutant may see through another person's eyes
  • 1 minute cooldown
  • Adds 15 NSA
Force Speak
  • Mutant may speak through a target
  • Target has a 70% chance of identifying who is speaking through them
  • Adds 15 NSA
Numb Fingers
  • Mutant does not leave fingerprints
  • Adds 0 NSA
Roach Pheromones
  • Mutant may release Roach Pheromones, making Roaches friendly for about a minute
  • Ability has a 2 minute cooldown
  • Other humans in range without internals take sanity damage
  • Adds 15 NSA
Spider Pheromones
  • Mutant may release Spider Pheromones, making Spiders friendly for about a minute
  • Ability has a 2 minute cooldown
  • Other humans in range without internals take sanity damage
  • Adds 15 NSA

Hadrian (Tier 3) Mutations

Mutation Effect Drawbacks
Reject
  • Mutant periodically rejects foreign objects from their body, such as shrapnel
  • Rejection will eject implants and prosthetics if not paired with the No Reject mutation
  • Adds 20 NSA
Greater Healing
  • Heals the mutant as if they had a constant feed of Bicardine
  • Adds 20 NSA
Oborin Syndrome
  • Mutant sees the world in greyscale
  • Mutant has increased sanity
  • Adds 0 NSA
Night Vision
  • Mutant may see in the dark
  • Adds 20 NSA
Thermal Vision
  • Other creatures appear highlighted to the mutant without a red tint
  • Adds 20 NSA
Inner Furher
  • Mutant may emit a scream that attracts nearby roaches
  • 1 minute cooldown
  • Adds 20 NSA
Telekinesis
  • Mutant may interact with objects using mental powers
Clerical Psishielding
  • Mutant is immune to all effects of Neotheology litanies
  • Adds 20 NSA

Aurelian (Tier 4) Mutations

Mutation Effect Drawbacks
God Blood
  • Negative effects of implants are suppressed for the Mutant. This includes cruciforms and excelsior complant implants
  • Adds 0 NSA
X-ray Vision
  • Mutant may see through walls
  • Adds 15 NSA
Phasing
  • Mutant may pass through solid walls over a period of 15 seconds
  • Adds 20 NSA
Morph Body
  • Mutant may change their body to match someone else
  • Adds 10 NSA

Activating Mutations File:DNAMeatCube.png

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.

To apply a mutation:

  1. Select the genetic mutation from the scanned mutations list
  2. Select the "Make Imprinter" button
  3. Have the target consume the resulting imprinter

Removing Mutations File:WormDNACube.png

In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides "antidotes" - worms that remove unwanted genetic mutations.

To remove a mutation:

  1. Select the target mutation from the scanned mutations list
  2. Select "Create Antidote"
  3. Have the mutant consume the resulting worm

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.

Genetic Reagent

If you grind down an imprinter you will notice that it contains 5 units of "twitching meat." 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.

Mutants in Society

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. Ship law outlines most mutants as legal per 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.

Cruciforms

Cruciforms passively suppress mutations in Neotheology members, unless that person has an active "Godblood" mutation to negate the Cruciform implant. Cruciforms slowly remove mutations in their hosts over time.

Obelisks

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.