User:Neongenheg/Mutations: Difference between revisions

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[[File:Mutations.png|thumb|Mutation selection]]
{{tocright}} '''Mutations''' broadly define what characters of the [[Mutated Human]] [[phenotype]] can do. Mutations generally grant positive effects, such as access to new [[activated abilities]], additional [[List of Body Parts]], or improved stats. During character creation, players choose from a list of over 70 mutations to define a new [[Mutated Human]] character.
'''Mutations''' are one aspect of [[character]] creation in [[{{Gamename}}]]. They provide the bulk of character customization for players playing as [[mutated human]]s due to their variety and number, and can be considered roughly analogous to the [[cybernetics]] available to [[True Kin]].


Most mutations grant characters new abilities, alter their anatomy, or bolster their stats. Players can spend one mutation pointEach mutation has a mutation level that can be raised via mutation points, increasing their power. These points are most commonly obtained from increasing one's character level, which will grant mutants 1 point every level.
Players might decide to strategically choose a set of mutations that work well together mechanically. Or, players might pick mutations that fit a theme, for roleplay or experimentation purposes.


There are over 70 mutations available. They can be split into a few main categories:
[[Mutated Human]] characters earn mutation points as they level up. Players spend mutation points to improve a character's existing mutations, or to purchase new mutations.
* '''Morphotypes''': Limit what mutations can be selected and obtained. In the case of [[Unstable Genome]], randomly mutates into another mutation after some time.
* '''Physical Mutations''': Positive mutations that physically alter the player internally or externally.
* '''Mental Mutations''': Positive mutations that are related to controlling things with mental energy.
* '''Defects''': Can be of both physical and mental nature and seek to hinder the player in exchange for granting them extra points to spend during character creation


It should be noted that, because the mutation system is used to handle ''any'' special abilities, many creatures have "mutations" which can be thought of as much closer to natural traits or abilities than actual genetic mutations, such as the [[Heightened Smell]] and [[Night Vision]] common to all [[:Category:Snapjaws (faction)|Snapjaws]]. These mutations are not available to be selected during character creation (though in some cases, they can be obtained during gameplay through [[cooking effects]] or other means). For a list of these, see [[:Category:Innate mutations|innate mutations]].
==Types of mutations==


__TOC__
===Physical mutations===
Physical mutations alter the shape and abilities of the character's body and limbs. For example, characters with [[Multiple Legs]] can run and sprint faster, and characters with [[Double-muscled]] have a chance to daze their opponents each time they attack in melee.


== Character Creation ==
Some physical mutations make other creatures like the player character more. For example, [[Horns]] grants +100 reputation with [[antelopes]] and [[goatfolk]].
If the player chooses the Mutated Human [[Game Concepts#Genotypes and Subtypes|genotype]] during character creation, the player picks a group of starting mutations using a point-buy system. The player can also choose defects (mutations that have various harmful effects) to get more points to spend.
 
===Mental mutations ===
Mental mutations improve a character's ability to exercise their mind and will to affect their environment. For example, characters with [[Sunder Mind]] can damage sentient creatures with psychic attacks, and characters with [[Force Bubble]] can generate a shimmering barrier of light to ward off hostile creatures.
 
===== Tips for mental mutations =====
{{Opinion}}
* If a character has a high Ego, mental mutations are generally more powerful. A high Ego increases the effective level of mental mutations, and some mutations receive additional stat bonuses from high Ego.
* Most mental mutations grant powerful activated abilities with long cooldowns. Willpower reduces the time until you can activate the ability again.
 
===Morphotype===
Players can choose a morphotype during character creation. There are three morphotypes:
 
=====Chimera =====
Creatures with the Chimera morphotype can only manifest physical mutations, such as [[Multiple Legs]] or [[Double-muscled]].
 
If a player buys a new random mutation for a Chimera character, the random mutations are always physical mutations.
 
Chimera characters can occasionally choose a physical mutation to ''rapidly advance'', Rapidly advancing a mutation increases its mutation level by 3, without spending any mutation points. Players can choose a mutation to rapidly advance once every five levels, starting at level 5.
 
'''Tip:''' Rapid advancement can boost a mutation's level above the normal mutation level cap (10).
 
=====Esper =====
Creatures with the Esper morphotype can only manifest mental mutations, such as [[Sunder Mind]] or [[Force Bubble]]. If a player buys a new random mutation for an Esper character, the random mutations are always mental mutations.
 
'''Unstable Genome'''
 
Every time a character with the Unstable Genome morphotype gains a level, there's a 33% chance that character gains a new mutation. The player chooses the new mutation from a short list of randomly-selected mutations, just as if the player had purchased a new random mutation. This happens once per character, per level of Unstable Genome. You can buy multiple levels of Unstable Genome at character creation.
 
===Defects===
Mutations that are purposely harmful for a character. Players can choose to add defects to a character during character creation, in exchange for additional points to use to buy positive mutations.
 
Physical defects affect the character's body. For example, [[Tonic Allergy]]
 
Mental defects affect a characters mind and will. For example,
 
*'''Defects''': Can be of both physical and mental nature and seek to hinder the player in exchange for granting them extra points to spend during character creation.
*[[:Category:Innate mutations|innate mutations]]: mutations that reflect a creature's natural traits they derive from their species. For example, [[:Category:Snapjaws (faction)|Snapjaws]] all have the [[Heightened Smell]] and [[Night Vision]] traits, reflecting their similarity to real-world pack predators like hyenas. For a list, see [[Innate mutations]].
 
==Character Creation==
If the player chooses the Mutated Human [[Game Concepts#Genotypes and Subtypes|genotype]] during character creation, the player picks a group of starting mutations using a point-buy system. The player can also choose defects (mutations with harmful effects) to get more points to spend.


Some mutations can be customized during character creation. Usually, this allows players to choose which location on the player's body a particular mutation affects. Other customizations, such as the customizations for [[Horns]], are purely cosmetic.
Some mutations can be customized during character creation. Usually, this allows players to choose which location on the player's body a particular mutation affects. Other customizations, such as the customizations for [[Horns]], are purely cosmetic.
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'''Note:''' The points the player spends to choose mutations during character creation are not the same as mutation points. These do not carry over to the main game, so any left over points will be lost.
'''Note:''' The points the player spends to choose mutations during character creation are not the same as mutation points. These do not carry over to the main game, so any left over points will be lost.


=== Buying Mutations ===
===Buying Mutations===
Each time the player character levels up, they get one more mutation point:
Each time the player character levels up, they get one more mutation point:


* Increasing the level of a mutation. This makes the mutation more powerful.  '''Note:''' This only applies if the new level is less than or equal to Player Level/2 (or, more precisely, floor(Player Level/2)+1).
* Increasing the level of a mutation. This makes the mutation more powerful.  '''Note:''' This only applies if the new level is less than or equal to Player Level/2 (or, more precisely, floor(Player Level/2)+1).


* Buying a new mutation, for four mutation points. The player can choose to buy a new mutation by pressing <code>M</code> on the character sheet screen. They will be given a choice of three random mutations; these are deterministic based on world seed and cannot be rerolled through save/loading or [[Precognition]] except for certain methods that will be touched on in a later section. What mutations can be gotten depends on morphotype or lack of.
*Buying a new mutation, for four mutation points. The player can choose to buy a new mutation by pressing <code>M</code> on the character sheet screen. They will be given a choice of three random mutations; these are deterministic based on world seed and cannot be rerolled through save/loading or [[Precognition]] except for certain methods that will be touched on in a later section. What mutations can be gotten depends on morphotype or lack of.


==== Randomizing Mutation Buys ====
==== Randomizing Mutation Buys====


Normally, simply using [[Precognition]] will not allow you to change the set of offered mutations whenever you buy a new one; you will be offered the same three each time. However, there are certain conditions under which they can be rerandomized:
Normally, simply using [[Precognition]] will not allow you to change the set of offered mutations whenever you buy a new one; you will be offered the same three each time. However, there are certain conditions under which they can be rerandomized:


* Gaining a permanent (not meal- or relic-based) mutation that could have been rolled, regardless of whether it was one of the next three choices.
*Gaining a permanent (not meal- or relic-based) mutation that could have been rolled, regardless of whether it was one of the next three choices.
** For example, if a character who can learn mental mutations permanently gains a ''positive'' mental mutation using {{Favilink | brain brine}}, the choices will change, but not if it was a negative one.
**For example, if a character who can learn mental mutations permanently gains a ''positive'' mental mutation using {{Favilink | brain brine}}, the choices will change, but not if it was a negative one.
* Injecting an {{favilink|eaters' nectar injector}}.{{Code Reference | class = Nectar_Tonic_Applicator | method = FireEvent | case = "ApplyTonic"}}
*Injecting an {{favilink|eaters' nectar injector}}.{{Code Reference | class = Nectar_Tonic_Applicator | method = FireEvent | case = "ApplyTonic"}}
* Cooking with a {{favilink|drop of nectar}} (the drop of nectar need not succeed in granting the boost).{{Code Reference | namespace = XRL.World.Effects | class = XRL.World.Effects.CookingDomainAttributes_UnitPermanentAllStats_25Percent | method = Apply}}
*Cooking with a {{favilink|drop of nectar}} (the drop of nectar need not succeed in granting the boost).{{Code Reference | namespace = XRL.World.Effects | class = XRL.World.Effects.CookingDomainAttributes_UnitPermanentAllStats_25Percent | method = Apply}}
* Cooking with a {{favilink|Canned have-it-all}}, and getting the drop of nectar cooking effect. (The same considerations apply; this is also relatively rare.)
*Cooking with a {{favilink|Canned have-it-all}}, and getting the drop of nectar cooking effect. (The same considerations apply; this is also relatively rare.)
* Halfway through the duration of the [[mutating]] effect from a {{Favilink | gamma moth}}. (This is ''in addition'' to the fact that it may grant a permanent mutation and thus change the offerings for that reason.){{Code Reference | namespace = XRL.World.Effects | class = Mutating | method = FireEvent | case = "EndTurn"}}
*Halfway through the duration of the [[mutating]] effect from a {{Favilink | gamma moth}}. (This is ''in addition'' to the fact that it may grant a permanent mutation and thus change the offerings for that reason.){{Code Reference | namespace = XRL.World.Effects | class = Mutating | method = FireEvent | case = "EndTurn"}}
* Gaining a [[Chimera | chimeric]] limb.{{Code Reference | namespace = XRL.UI | class = StatusScreen | method = BuyRandomMutation}}
*Gaining a [[Chimera | chimeric]] limb.{{Code Reference | namespace = XRL.UI | class = StatusScreen | method = BuyRandomMutation}}


== Physical Mutations ==
==Physical Mutations==
Physical mutations are mutations that grant the player various physical attributes and abilities. Players with the Chimera morphotype will only manifest physical mutations.  
Physical mutations are mutations that grant the player various physical attributes and abilities. Players with the Chimera morphotype will only manifest physical mutations.  


=== Rapid Advancement ===
===Rapid Advancement===
Physical mutations possess a unique mechanic known as '''rapid advancement'''. Starting at player level 5, and every 10 levels after that, the player's genome will enter an excited state, and they will be given the option to rapidly advance one of their physical mutations, causing it to gain 3 permanent levels. Levels gained in this way can bypass the usual 10 level limit set on mutations. If the player has at least 4 mutation points, they will be given the chance to buy a new mutation before rapidly mutating. If the player has no physical mutations upon reaching the appropriate level, this prompt will be skipped.
Physical mutations possess a unique mechanic known as '''rapid advancement'''. Starting at player level 5, and every 10 levels after that, the player's genome will enter an excited state, and they will be given the option to rapidly advance one of their physical mutations, causing it to gain 3 permanent levels. Levels gained in this way can bypass the usual 10 level limit set on mutations. If the player has at least 4 mutation points, they will be given the chance to buy a new mutation before rapidly mutating. If the player has no physical mutations upon reaching the appropriate level, this prompt will be skipped.


== Mental Mutations ==
==Mental Mutations==
Mental mutations are mutations that grant the player various mind-based abilities. Players with the Esper morphotype will only manifest mental mutations.
Mental mutations are mutations that grant the player various mind-based abilities. Players with the Esper morphotype will only manifest mental mutations.


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Mental mutations possess a unique mechanic whereby their effective level is increased in proportion to the player's [[ego]] bonus. Levels gained from Ego bonus can bypass the usual 10 level limit set on mutations. These levels are not permanent and will decrease if the player's Ego bonus decreases for any reason. Additionally, the level of mental mutations will be decreased in proportion to a negative Ego bonus.  
Mental mutations possess a unique mechanic whereby their effective level is increased in proportion to the player's [[ego]] bonus. Levels gained from Ego bonus can bypass the usual 10 level limit set on mutations. These levels are not permanent and will decrease if the player's Ego bonus decreases for any reason. Additionally, the level of mental mutations will be decreased in proportion to a negative Ego bonus.  


=== Glimmer ===
===Glimmer===
{{Main|glimmer}}Glimmer is a mechanic unique to mental mutations. A player's Glimmer score is proportional to the combined total of all of their mental mutations' levels, including levels granted by their Ego bonus but excluding mental mutations which can't be leveled (1 point mutations). The more Glimmer one has, the more desirable they are to esper hunters.
{{Main|glimmer}}Glimmer is a mechanic unique to mental mutations. A player's Glimmer score is proportional to the combined total of all of their mental mutations' levels, including levels granted by their Ego bonus but excluding mental mutations which can't be leveled (1 point mutations). The more Glimmer one has, the more desirable they are to esper hunters.


== Gaining temporary mutations ==
==Gaining temporary mutations==
Mutations can be temporarily gained using other methods besides mutation. This is often the only way for True Kin to gain mutations:
Mutations can be temporarily gained using other methods besides mutation. This is often the only way for True Kin to gain mutations:
* Equipping a [[relic]]
* Eating a recipe
* Injecting specific injectors
==List of Mutations==
===Morphotypes===
{{#cargo_query:table=Mutations|fields=_pageName=Mutation,Cost,Description,Exclusions,CreationCode|where=_pageNamespace='0' AND Type = 'Morphotype' AND Deprecated='0'|order by=Mutation ASC}}
===Physical Mutations===
{{#cargo_query:table=Mutations|fields=_pageName=Mutation,Cost,Description,Slots,Exclusions,CreationCode|where=_pageNamespace='0' AND Type = 'Physical' AND CreationCode <> '' AND Deprecated='0'|order by=Mutation ASC}}
===Physical Defects===
{{#cargo_query:table=Mutations|fields=_pageName=Mutation,Cost,Description,Slots,Exclusions,CreationCode|where=_pageNamespace='0' AND Type = 'Physical Defect' AND CreationCode <> '' AND Deprecated='0'|order by=Mutation ASC}}


===Mental Mutations===
*Equipping a [[relic]]
{{#cargo_query:table=Mutations|fields=_pageName=Mutation,Cost,Description,Exclusions,CreationCode|where=_pageNamespace='0' AND Type = 'Mental' AND CreationCode <> '' AND Deprecated='0'|order by=Mutation ASC}}
*Eating a recipe
*Injecting specific injectors


===Mental Defects===
<references />
{{#cargo_query:table=Mutations|fields=_pageName=Mutation,Cost,Description,Exclusions,CreationCode|where=_pageNamespace='0' AND Type = 'Mental Defect' AND CreationCode <> '' AND Deprecated='0'|order by=Mutation ASC}}
{{Mutation Navbox}}
[[Category:Character]]
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