Difference between revisions of "User:Nullaurelian/Genetics ErisEN Draft"

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<span style="font-size:1.2em;">'''Nero (Tier 0) Mutations'''</span>
 
<span style="font-size:1.2em;">'''Nero (Tier 0) Mutations'''</span>
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<span style="font-size:1.2em;">'''Vespasian (Tier 1) Mutations'''</span>
 
<span style="font-size:1.2em;">'''Vespasian (Tier 1) Mutations'''</span>
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<span style="font-size:1.2em;">'''Tacticus (Tier 2) Mutations'''</span>
 
<span style="font-size:1.2em;">'''Tacticus (Tier 2) Mutations'''</span>
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<span style="font-size:1.2em;">'''Hadrian (Tier 3) Mutations'''</span>
 
<span style="font-size:1.2em;">'''Hadrian (Tier 3) Mutations'''</span>
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<span style="font-size:1.2em;">'''Aurelian (Tier 4) Mutations'''</span>
 
<span style="font-size:1.2em;">'''Aurelian (Tier 4) Mutations'''</span>
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Revision as of 21:41, 7 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.

Genetic Regurgitator

The Genetic Regurgitator produces items to apply or remove genetic mutations from nutriment, glucose or animal protein.

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.

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

Genome Decoder

Mutations

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

Removing Mutations

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.