Two-headed: Difference between revisions

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{{Name}} is a [[Mutations#Physical Mutations|physical mutation]] that grants the player an extra [[List of Body Parts#Head|head]]. Note that mutating an extra head such as through [[Chimera]] or creatures whose original body plan has two heads do not automatically gain this mutation.
{{Name}} is a [[Mutations#Physical Mutations|physical mutation]] that grants an extra head. Note that mutating an extra head such as through [[Chimera]] or creatures whose original body plan has two heads do not automatically gain this mutation.


The extra head granted by this mutation has an equip-able slot as a normal head does, as well as granting an additional [[List of Body Parts#face|face]] slot. However, {{AV}}[[AV]] and {{DV}}[[DV]] values granted by helmets and masks will be averaged across the two heads, meaning the player will have to wear two equipment pieces of the same type in order to gain the same {{AV}}AV and {{DV}}DV as normal. This does not affect [[Attributes|Attribute]] bonuses granted by equipment, such as the [[Ego]] granted by wearing a {{favilink|Knollworm skull}}.
This mutation grants two additional equipment slots: a [[List of Body Parts#Head|head]] and a [[List of Body Parts#Face|face]]. As usual, {{AV}}[[AV]] and {{DV}}[[DV]] values granted by equipment (such as helmets and masks) will be averaged across slots of the same type. For a humanoid creature such as the player, this means it will be necessary to wear two equipment pieces of the same type in order to gain the same {{AV}}AV and {{DV}}DV as usual. Other bonuses granted by equipment are not subject to this limitation, such as the [[Ego]] granted by wearing a {{favilink|Knollworm skull}}.


Two Headed reduces the [[Action cost|action cost]] of mental actions, such as using a [[Mutations#Mental Mutations|mental mutation]], by a mutation level based percentage. Additionally, it grants the player a 50% chance to "shake off" a mental status effect; see [[#Effects Affected|Effects Affected]], below. These effects have a chance to either be removed immediately upon contracting them or every turn that the player has them for.  
Two-headed reduces the [[Action cost|action cost]] of mental actions, such as using a [[Mutations#Mental Mutations|mental mutation]], by a mutation-level-based percentage. Additionally, it grants a 50% chance to "shake off" a mental status effect; see [[#Effects Affected|Effects Affected]], below. These effects have a chance to be removed either immediately or every turn.


Creatures with two heads cannot be killed by decapitation so long as at least one of their heads remain. Rather than dying, creatures will [[Bleeding|bleed]] profusely when one of their heads is severed. If both heads are severed, the creature will [[Instant death|instantly die]] just like any other decapitated creature.
Creatures with two heads cannot be killed by decapitation so long as at least one of their heads remain. Rather than dying, creatures will [[Bleeding|bleed]] profusely when one of their heads is severed. If both heads are severed, the creature will [[Instant death|instantly die]] just like any other decapitated creature.