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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 ===
[[File:Genetics monkey.png|left|image 1]]
 
  +
[[File:ChrysalisPod.gif|right]]
= '''Mutations''' =
 
  +
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 ===
'''Positive Mutations'''
 
  +
[[File:GeneticRegurgitator.gif|right]]
{| class="wikitable" width="100%" style="background-color :#EEEEFF;"
 
  +
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.
|- style="font-weight: bold; text-align: center; background-color:darkred;"
 
  +
| Width=7% | Name
 
  +
=== ML "Sensillum" ===
| | Description
 
  +
[[File:DNASensillum.gif|right]]
| | Verb
 
  +
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.
  +
  +
<h1> Analyzing Genes </h1>
  +
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.
  +
  +
<h1> Mutations </h1>
  +
{| 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
|X-ray
 
|You can see through walls,
 
|"The walls suddenly disappear."
 
 
|-
 
|-
  +
| Probability|| 45% || 25% || 15% || 10% || 5%
|Telepathy
 
|You can send messages to other people.
 
|"Your mind expands."
 
 
|-
 
|-
  +
| Limit per person || 5 || 4 || 3 || 2 || 1
|Hulk
 
  +
|}
|You become strong and clumsy, you become green and you always yell, also prevents you from using firearms.
 
  +
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.
|"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
  +
* Dormant mutations cannot be repeated - a human cannot have Blindness twice
  +
  +
=== Mutations by Tier ===
  +
<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 ||
|Telekineses
 
  +
* Mutant cannot see
|You can control objects from a distance.
 
  +
||
|"You feel smarter."
 
  +
* Adds 0 NSA
 
|-
 
|-
  +
| Deafness ||
|Cold Resistance
 
  +
* Mutant cannot hear
|You are immune to depressurized areas and areas which are cold.
 
  +
||
|"Your body is filled with warmth."
 
  +
* 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">
'''Negative Mutations'''
 
  +
<span style="font-size:1.2em;">'''Vespasian (Tier 1) Mutations'''</span>
{| class="wikitable" width="100%" style="background-color :#EEEEFF;"
 
  +
<div class="mw-collapsible-content" >
|- style="font-weight: bold; text-align: center; background-color:darkred;"
 
  +
{| class="wikitable" style="width:85%;"
| Width=7% | Name
 
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
| Width=71.25% | Description
 
| | Verb
 
 
|-
 
|-
  +
| Stat Buff ||
|Deafness
 
  +
* Mutant has +25 in the effected stat
|You no langer can hear your surroundings.
 
  +
||
|"It's kinda quiet."
 
  +
* Adds 10 NSA
 
|-
 
|-
  +
| No Reject ||
|Blindness
 
  +
* Mutant does not reject incompatible blood types and can have any limb or organ attached to them
|You no longer can see anything.
 
  +
||
|"You can't seem to see anything."
 
  +
* Adds 10 NSA
 
|-
 
|-
 
|}
 
|}
  +
</div></div>
= '''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:
 
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Tacticus (Tier 2) 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
  +
|-
  +
| 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">
  +
<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">
'''First thing you are going to do is save the monkeys Structural enzymes''' by accessing the machine:
 
  +
<span style="font-size:1.2em;">'''Aurelian (Tier 4) Mutations'''</span>
 
  +
<div class="mw-collapsible-content" style="">
[[File:Genetics S.E..png|left|image 2]]
 
  +
{| class="wikitable" style="width:85%;"
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
After you’ve done that you can start doing the job!
 
  +
|-
You are going to want to open the Modify SE tab and start irradiating blocks.
 
  +
| God Blood ||
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!
 
  +
* 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:Genetics Modify SE.png|left|image 3]]
 
  +
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.
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
This is what it looks like when there might be a mutation:
 
   
  +
'''To apply a mutation:'''
[[File:Genetics mutated block.png|left|image 4]]
 
  +
# Select the genetic mutation from the scanned mutations list
<br><br><br>
 
  +
# Select the "Make Imprinter" button
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.
 
  +
# Have the target consume the resulting imprinter
   
  +
=== Removing Mutations [[File:WormDNACube.png]]===
[[File:Genetics injector.png|left|image 5]]
 
  +
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.
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
If you get a negative mutation, you can print the firstly saved Structural Enzymes and inject yourself with them.
 
Now you rince and repeat for every block.
 
= '''Loyd's genetics method''' =
 
The strategy I use which is the most effective for me is:
 
I first get mutations on every block in the first row:
 
   
  +
'''To remove a mutation:'''
[[File:Mutation method.png|left|image 6]]
 
  +
# Select the target mutation from the scanned mutations list
<br><br><br><br><br><br><br><br><br><br><br><br>
 
  +
# Select "Create Antidote"
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.
 
  +
# 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:Mutatuion method1.png|left|image 7]]
 
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
Then when I found out where it is I will label the injector as it should be and save it on a disk:
 
   
  +
=== Genetic Reagent ===
[[File:Mutation method2.png|left|image 8]]
 
  +
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.
<br><br><br><br><br><br><br><br><br>
 
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.
 
   
  +
<h1> Mutants in Society </h1>
[[File:Save to disk.png|left|image 9]]
 
  +
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.
<br><br><br><br><br><br><br><br><br>
 
  +
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.
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.
 
   
  +
=== Cruciforms ===
[[File:Allmutations.png|center]]
 
  +
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 ===
^^^When you have all the mutations (Giga chad).
 
  +
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.
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.
 

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.