Difference between revisions of "Genetics ErisEn"
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Nullaurelian (talk | contribs) (Updated guide to new information for current genetics) |
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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. |
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+ | <h1> Genetic Machines </h1> |
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− | Genetics are really unintuitive so here is a guide. |
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+ | === Chrysalis Pod === |
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+ | [[File:ChrysalisPod.gif|right]] |
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+ | 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. |
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+ | === Genetic Regurgitator === |
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− | = Mutations = |
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+ | [[File:GeneticRegurgitator.gif|right]] |
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+ | 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. |
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+ | === ML "Sensillum" === |
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− | '''Positive Mutations''' |
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+ | [[File:DNASensillum.gif|right]] |
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− | {| class="wikitable" width="50%" style="background-color :#EEEEFF;" |
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+ | 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. |
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− | |- style="font-weight: bold; text-align: center; background-color:darkred;" |
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+ | |||
− | | Width=7% | Name |
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+ | ==== Kognim ==== |
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− | | | Description |
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+ | 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. |
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− | | | Verb |
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+ | |||
+ | <h1> Analyzing Genes </h1> |
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+ | 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. |
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+ | |||
+ | === Genome Decoder === |
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+ | 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. |
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+ | |||
+ | <h1> Mutations </h1> |
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+ | {| class="wikitable" style="width:40%;float:right;margin:auto" |
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+ | |+Mutation Tier Probability and Capacity |
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|- |
|- |
||
+ | ! !! style="width:12%"|Nero !! style="width:12%"|Vespasian !! style="width:12%"|Tacticus !! style="width:12%"|Hadrian !! style="width:12%"|Aurelian |
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− | |X-ray |
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− | |You can see through walls, |
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− | |"The walls suddenly disappear." |
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|- |
|- |
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+ | | Probability|| 45% || 25% || 15% || 10% || 5% |
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− | |Telepathy |
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− | |You can send messages to other people. |
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− | |"Your mind expands." |
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|- |
|- |
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+ | | Limit per person || 5 || 4 || 3 || 2 || 1 |
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− | |Hulk |
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+ | |} |
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− | |You become strong and clumsy, you become green and you always yell, also prevents you from using firearms. |
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+ | 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. |
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− | |"Your muscles feel weak." |
||
+ | |||
+ | *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 |
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+ | * Dormant mutations cannot be repeated - a human cannot have Blindness twice |
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+ | |||
+ | === Mutations by Tier === |
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+ | <div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center"> |
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+ | <span style="font-size:1.2em;">'''Nero (Tier 0) Mutations'''</span> |
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+ | <div class="mw-collapsible-content"> |
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+ | {| class="wikitable" style="width:85%;" |
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+ | ! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks |
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|- |
|- |
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+ | | Blindness || |
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− | |Telekineses |
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+ | * Mutant cannot see |
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− | |You can control objects from a distance. |
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+ | || |
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− | |"You feel smarter." |
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+ | * Adds 0 NSA |
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|- |
|- |
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+ | | Deafness || |
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− | |Cold Resistance |
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+ | * Mutant cannot hear |
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− | |You are immune to depressurized areas and areas which are cold. |
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+ | || |
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− | |"Your body is filled with warmth." |
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+ | * Adds 0 NSA |
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+ | |- |
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+ | | Myopia || |
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+ | * Mutant needs glasses |
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+ | || |
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+ | * Adds 0 NSA |
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+ | |- |
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+ | | Stat Debuff || |
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+ | * Mutant has -15 in the effected stat |
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+ | || |
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+ | * Adds 0 NSA |
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|- |
|- |
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|} |
|} |
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+ | </div></div> |
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+ | <div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center"> |
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− | '''Negative Mutations''' |
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+ | <span style="font-size:1.2em;">'''Vespasian (Tier 1) Mutations'''</span> |
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− | {| class="wikitable" width="50%" style="background-color :#EEEEFF;" |
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+ | <div class="mw-collapsible-content" > |
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− | |- style="font-weight: bold; text-align: center; background-color:darkred;" |
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+ | {| class="wikitable" style="width:85%;" |
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− | | Width=7% | Name |
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+ | ! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks |
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− | | Width=71.25% | Description |
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− | | | Verb |
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|- |
|- |
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+ | | Stat Buff || |
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− | |Deafness |
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+ | * Mutant has +25 in the effected stat |
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− | |You no langer can hear your surroundings. |
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+ | || |
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− | |"It's kinda quiet." |
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+ | * Adds 10 NSA |
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|- |
|- |
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+ | | No Reject || |
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− | |Blindness |
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+ | * Mutant does not reject incompatible blood types and can have any limb or organ attached to them |
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− | |You no longer can see anything. |
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+ | || |
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− | |"You can't seem to see anything." |
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+ | * Adds 10 NSA |
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|- |
|- |
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|} |
|} |
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+ | </div></div> |
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− | = How to get the mutations = |
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− | To start on how to get these mutations: |
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− | First, get a bottle of Hyronalyn or any other Anti-Toxins because you are going to get irradiated. |
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− | You are going to go to the genetics lab, and put a monkey in the tube: |
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+ | <div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center"> |
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− | [[File:Genetics monkey.png|centre|image 1]] |
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+ | <span style="font-size:1.2em;">'''Tacticus (Tier 2) Mutations'''</span> |
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+ | <div class="mw-collapsible-content" style=""> |
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+ | {| class="wikitable" style="width:85%;" |
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+ | ! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks |
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+ | |- |
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+ | | Lesser Healing || |
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+ | * Mutant slowly heals as if they had Tricordizine in their bloodstream |
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+ | || |
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+ | * Adds 15 NSA |
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+ | |- |
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+ | | Mind Projection || |
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+ | * Mutant may speak to a target telepathically |
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+ | || |
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+ | * Adds 15 NSA |
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+ | |- |
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+ | | Remote Observation || |
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+ | * Mutant may see through another person's eyes |
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+ | * 1 minute cooldown |
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+ | || |
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+ | * Adds 15 NSA |
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+ | |- |
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+ | | Force Speak || |
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+ | * Mutant may speak through a target |
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+ | || |
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+ | * Target has a 70% chance of identifying who is speaking through them |
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+ | * Adds 15 NSA |
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+ | |- |
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+ | | Numb Fingers || |
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+ | * Mutant does not leave fingerprints |
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+ | || |
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+ | * Adds 0 NSA |
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+ | |- |
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+ | | Roach Pheromones || |
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+ | * Mutant may release Roach Pheromones, making Roaches friendly for about a minute |
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+ | * Ability has a 2 minute cooldown |
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+ | || |
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+ | * Other humans in range without internals take sanity damage |
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+ | * Adds 15 NSA |
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+ | |- |
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+ | | Spider Pheromones || |
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+ | * Mutant may release Spider Pheromones, making Spiders friendly for about a minute |
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+ | * Ability has a 2 minute cooldown |
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+ | || |
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+ | * Other humans in range without internals take sanity damage |
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+ | * Adds 15 NSA |
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+ | |- |
||
+ | |} |
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+ | </div></div> |
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+ | <div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center"> |
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− | '''First thing you are going to do is save the monkeys Structural enzymes''' by accessing the machine: |
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+ | <span style="font-size:1.2em;">'''Hadrian (Tier 3) Mutations'''</span> |
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+ | <div class="mw-collapsible-content" style=""> |
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+ | {| class="wikitable" style="width:85%;" |
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+ | ! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks |
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+ | |- |
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+ | | Reject || |
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+ | * Mutant periodically rejects foreign objects from their body, such as shrapnel |
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+ | || |
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+ | * Rejection will eject implants and prosthetics if not paired with the No Reject mutation |
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+ | * Adds 20 NSA |
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+ | |- |
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+ | | Greater Healing || |
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+ | * Heals the mutant as if they had a constant feed of Bicardine |
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+ | || |
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+ | * Adds 20 NSA |
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+ | |- |
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+ | | Oborin Syndrome || |
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+ | * Mutant sees the world in greyscale |
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+ | * Mutant has increased sanity |
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+ | || |
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+ | * Adds 0 NSA |
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+ | |- |
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+ | | Night Vision || |
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+ | * Mutant may see in the dark |
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+ | || |
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+ | * Adds 20 NSA |
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+ | |- |
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+ | | Thermal Vision || |
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+ | * Other creatures appear highlighted to the mutant without a red tint |
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+ | || |
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+ | * Adds 20 NSA |
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+ | |- |
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+ | | Inner Furher || |
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+ | * Mutant may emit a scream that attracts nearby roaches |
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+ | * 1 minute cooldown |
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+ | || |
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+ | * Adds 20 NSA |
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+ | |- |
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+ | | Telekinesis || |
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+ | * Mutant may interact with objects using mental powers |
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+ | || |
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+ | * |
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+ | |- |
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+ | | Clerical Psishielding || |
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+ | * Mutant is immune to all effects of Neotheology litanies |
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+ | || |
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+ | * Adds 20 NSA |
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+ | |- |
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+ | |} |
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+ | </div></div> |
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+ | <div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center"> |
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− | [[File:Genetics S.E..png|centre|image 2]] |
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+ | <span style="font-size:1.2em;">'''Aurelian (Tier 4) Mutations'''</span> |
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− | |||
+ | <div class="mw-collapsible-content" style=""> |
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− | After you’ve done that you can start doing the job! |
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+ | {| class="wikitable" style="width:85%;" |
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− | You are going to want to open the Modify SE tab and start irradiating blocks. |
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+ | ! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks |
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− | 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! |
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+ | |- |
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− | |||
+ | | God Blood || |
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− | [[File:Genetics Modify SE.png|centre|image 3]] |
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+ | * Negative effects of implants are suppressed for the Mutant. This includes cruciforms and excelsior complant implants |
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− | |||
+ | || |
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− | This is what it looks like when there might be a mutation: |
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+ | * Adds 0 NSA |
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− | |||
+ | |- |
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− | [[File:Genetics mutated block.png|centre|image 4]] |
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+ | | X-ray Vision || |
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− | <br><br><br> |
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+ | * Mutant may see through walls |
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− | 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. |
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+ | || |
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− | |||
+ | * Adds 15 NSA |
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− | [[File:Genetics injector.png|centre|image 5]] |
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+ | |- |
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− | |||
+ | | Phasing || |
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− | If you get a negative mutation, you can print the firstly saved Structural Enzymes and inject yourself with them. |
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+ | * Mutant may pass through solid walls over a period of 15 seconds |
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− | Now you rinse and repeat for every block. |
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+ | || |
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− | = Loyd's genetics method = |
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+ | * Adds 20 NSA |
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− | The strategy I use which is the most effective for me is: |
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+ | |- |
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− | I first get mutations on every block in the first row: |
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+ | | Morph Body || |
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− | |||
+ | * Mutant may change their body to match someone else |
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− | [[File:Mutation method.png|centre|image 6]] |
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+ | || |
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− | |||
+ | * Adds 10 NSA |
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− | 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. |
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+ | |- |
||
+ | |} |
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+ | </div></div> |
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+ | === Activating Mutations [[File:DNAMeatCube.png]]=== |
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− | [[File:Mutatuion method1.png|centre|image 7]] |
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+ | 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:''' |
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− | Then when I found out where it is I will label the injector as it should be and save it on a disk: |
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+ | # Select the genetic mutation from the scanned mutations list |
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+ | # Select the "Make Imprinter" button |
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+ | # Have the target consume the resulting imprinter |
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+ | === Removing Mutations [[File:WormDNACube.png]]=== |
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− | [[File:Mutation method2.png|centre|image 8]] |
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+ | In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides "antidots" - worms that remove unwanted genetic mutations. |
||
+ | '''To remove a mutation:''' |
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− | 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. |
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+ | # Select the target mutation from the scanned mutations list |
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+ | # Select "Create Antidot" |
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+ | # Have the mutant consume the resulting worm |
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+ | Note that this is a targeted removal - if no mutation is selected before the Antidot is created the worm will remove a randomly selected mutation on consumption. |
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− | [[File:Save to disk.png|centre|image 9]] |
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+ | <h1> Mutants in Society </h1> |
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− | 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. |
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+ | 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 === |
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− | [[File:Allmutations.png|center]] |
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+ | 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. |
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+ | === Obelisks === |
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− | When you have all the mutations (Giga chad). 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. |
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+ | 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. |
Revision as of 05:09, 24 September 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
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
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"
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
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 |
|
|
Deafness |
|
|
Myopia |
|
|
Stat Debuff |
|
|
Vespasian (Tier 1) Mutations
Mutation | Effect | Drawbacks |
---|---|---|
Stat Buff |
|
|
No Reject |
|
|
Tacticus (Tier 2) Mutations
Mutation | Effect | Drawbacks |
---|---|---|
Lesser Healing |
|
|
Mind Projection |
|
|
Remote Observation |
|
|
Force Speak |
|
|
Numb Fingers |
|
|
Roach Pheromones |
|
|
Spider Pheromones |
|
|
Hadrian (Tier 3) Mutations
Mutation | Effect | Drawbacks |
---|---|---|
Reject |
|
|
Greater Healing |
|
|
Oborin Syndrome |
|
|
Night Vision |
|
|
Thermal Vision |
|
|
Inner Furher |
|
|
Telekinesis |
|
|
Clerical Psishielding |
|
|
Aurelian (Tier 4) Mutations
Mutation | Effect | Drawbacks |
---|---|---|
God Blood |
|
|
X-ray Vision |
|
|
Phasing |
|
|
Morph Body |
|
|
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:
- 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
In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides "antidots" - worms that remove unwanted genetic mutations.
To remove a mutation:
- Select the target mutation from the scanned mutations list
- Select "Create Antidot"
- Have the mutant consume the resulting worm
Note that this is a targeted removal - if no mutation is selected before the Antidot is created the worm will remove a randomly selected mutation on consumption.
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.