Phasing: Difference between revisions
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This grants the ability to willingly shift between [[phased]] and not. When phased, if a creature also uses [[spinnerets]] to spin webs, those webs will be [[phase web]]s. | |||
==Stablization== | ==Stablization== | ||
If a creature is forced back out of phase due to [[Normality gas]] or any other reason, the creature will suffer {{heart}}2d6 damage. | If a creature is forced back out of phase due to [[Normality gas]] or any other reason, the creature will suffer {{heart}}2d6 damage. | ||
Line 18: | Line 20: | ||
This damage is of Normality and Phase attribute. | This damage is of Normality and Phase attribute. | ||
== Advancement Table == | |||
{| class="wikitable" | |||
!Mutation Level | |||
!Duration | |||
!Cooldown | |||
|- | |||
|1 | |||
|7 rounds | |||
|100 rounds | |||
|- | |||
|2 | |||
|8 rounds | |||
|97 rounds | |||
|- | |||
|3 | |||
|9 rounds | |||
|94 rounds | |||
|- | |||
|4 | |||
|10 rounds | |||
|91 rounds | |||
|- | |||
|5 | |||
|11 rounds | |||
|88 rounds | |||
|- | |||
|6 | |||
|12 rounds | |||
|85 rounds | |||
|- | |||
|7 | |||
|13 rounds | |||
|82 rounds | |||
|- | |||
|8 | |||
|14 rounds | |||
|79 rounds | |||
|- | |||
|9 | |||
|15 rounds | |||
|76 rounds | |||
|- | |||
|10 | |||
|16 rounds | |||
|73 rounds | |||
|} | |||
== Advantages & Disadvantages == | |||
{{Opinion}} | |||
=== Advantages === | |||
* Provides an extremely effective panic button. | |||
* Allows for easy production of phase webs if combined with the [[Spinnerets]] mutation. | |||
* Allows for easy exploration of areas with many security doors without requiring keycards or [[Psychometry]]. | |||
=== Disadvantages === | |||
* If the player (or any creature) phases in inside a wall which is surrounded on all right sides by other walls, they instantly die. (And receive an [[Achievements#The Laws of Physics Are Mere Suggestions, Vol. 1|Achievement]]) | |||
* Has a relatively high mutation point cost at character generation. | |||
{{Mutation Navbox}} | {{Mutation Navbox}} |
Revision as of 21:04, 27 October 2019
Phasing
Category
|
Physical |
---|---|
Cost
|
4 |
ID?Use this ID to wish for the mutation
(example: mutation:Phasing ) |
Phasing |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
Yes |
Phasing
You may phase through solid objects for brief periods of time.
Cooldown: (103 - 3 * Level) rounds
Duration: (6 + Level) rounds
This grants the ability to willingly shift between phased and not. When phased, if a creature also uses spinnerets to spin webs, those webs will be phase webs.
Stablization
If a creature is forced back out of phase due to Normality gas or any other reason, the creature will suffer 2d6 damage.
You take 2d6 damage from being forced into phase. |
This damage is of Normality and Phase attribute.
Advancement Table
Mutation Level | Duration | Cooldown |
---|---|---|
1 | 7 rounds | 100 rounds |
2 | 8 rounds | 97 rounds |
3 | 9 rounds | 94 rounds |
4 | 10 rounds | 91 rounds |
5 | 11 rounds | 88 rounds |
6 | 12 rounds | 85 rounds |
7 | 13 rounds | 82 rounds |
8 | 14 rounds | 79 rounds |
9 | 15 rounds | 76 rounds |
10 | 16 rounds | 73 rounds |
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Provides an extremely effective panic button.
- Allows for easy production of phase webs if combined with the Spinnerets mutation.
- Allows for easy exploration of areas with many security doors without requiring keycards or Psychometry.
Disadvantages
- If the player (or any creature) phases in inside a wall which is surrounded on all right sides by other walls, they instantly die. (And receive an Achievement)
- Has a relatively high mutation point cost at character generation.