Mutations

Citadel LRP

Revision as of 15:31, 18 September 2018 by Azurit (talk | contribs) (→‎Downsides)

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.