Mutations: Difference between revisions
Citadel LRP
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+ | {{IC|Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.}} |
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=== Rules === |
=== Rules === |
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Revision as of 15:49, 18 September 2018
Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.
Rules
Active Mutations are caused by the MUTATE call. This call may be issued as fallout, or caused by communions and monsters. Mutations inflicted by monsters may be predetermined or random. Mutations caused by communions will likely be more controllable.
- It is not possible to possess the same mutation more than once.
- Dead-strains may not mutate.
- Players may choose to replace a mutation rather than gain a new one.
Downsides
- Each mutation reduces body hits by 1
- Characters have a base limit of two mutations
- Toughness skills that increase base hits also increase the limit of mutations
- Armour, Potions, Items, AI, Mutations and other means of acquiring more body hits do NOT increase the limit of mutations
If your character exceeds the limit of the number of mutations they can sustain, they devolve. This makes the character unplayable. Please see a ref if you choose for this to happen to you.
The list of basic mutations is available here
Phys-rep
Basic mutations will often require a sort of physrep. Advanced ones always will, and if you’re aiming for a particular one, let refs know in advance. As the physrep is a structure that follows on from a function, mutants may keep their old physreps even after gaining new mutations, and if it is temporarily impossible to physrep a mutation, the gene-strain can still benefit from it (e.g. growing horns mid-linear). Mutation physreps may be hidden.
If you gain a new mutation, you do not need to physrep it until the next week, as it is just appearing. If, for whatever reason, you do not want the mutation, or the physrep, you are always able to have the mutation removed during your Downtime, please inform the refs of this.