Phasing

Revision as of 21:04, 27 October 2019 by Pokedragonboy (talk | contribs) (Added an advancement table and advantages & disadvantages section)
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.