# Genetics Rework Mutations This is a page for ideas for mutations for the Genetics Rework (Read https://hackmd.io/@icpVWOPuRbqlv9pPsbvBxw/SJRKXx4as), which will require a fair bit of mutations to start with. Think of it as a clean slate, all current mutations will be deleted (obviously I can reimplement them, and ones you like can be resuggested here, but it's better to start from scratch), add here what you would like to see (also obviously, not all of them will be included), go wild! As a reminder, chromosomes are removed, mutations are split into a few tiers depending on their power (a few of each tier can spawn in each human, and the high tier ones can go brrazy), the powerful ones require fuel (mutagen) to run and negative ones generate fuel. Mutations also generate based on round events, so for example getting shocked increases your chances of getting an electricity related mutation. If you wanna add a mutation, just add it under one of the ones here. Reminder that powerful mutations don't have to affect just combat, they can be helpful in all kinds of ways. ## Tier -2: Horrible Mutations **Debilitating mutations that alter the way you play in a bad way, they give you a lot of passive fuel generation.** #### Deaf A mutation that makes you incurably deaf. Chance increases from temporary deafness like flashbangs. #### Blind A mutation that makes you incurably blind. Chance increases from temporary blindness like flashes or flashbangs. #### Evil Twin Acting on some inscrutable impulse, a parallel version of yourself travels through space and time to destroy you. The evil twin will appear randomly without warning, and has all the mutations that you have. Others cannot see your twin, and your twin is only interested in killing you. Counts as a psionic mutation. #### Glass Bones and Paper Skin A mutation that halves your health and increases the chance of injuries significantly. #### Genetic Trauma Susceptibility A mutation that slowly dispenses random traumas over time, maxxing out at 3 traumas. #### Acid Sweat A mutation that causes your skin to reguarly release acid sweat, dealing moderate damage to you, your clothing, and held items. #### Narcolepsy A mutation that causes you to randomly take large stamina damage, if falling into stamcrit from it, putting you to sleep. being asleep or under the influence of drugs that put you to sleep increases its mutation chance. #### Hereditary Necrosis A mutation that causes you to take moderate chunks of brute damage randomly, if the effect activates and you hit a brute damage threshhold, turns you into a fake zombie (krokodil's overdose effect). mutation chance increases based on the number of illnesses you have. #### Bluespace Degeneration a mutation that scrambles the connection one has to bluespace, causing limbs to randomly be replaced with their counterparts from another universe. having limbs differing from your race increases its mutation chance. * functionally identical to a bioscrambler anomaly, but only on the mutated subject, very debilitating if you're unlucky. #### Neurological Breakdown a Mutation that causes the neurons in ones brain to overload from stress, Makes you take more stamina damage, and you stay stunned for a bit longer than average. Mutation chance increases from the amount of stuns you've recieved. #### Limb Displacement Syndrome A mutation that causes your limbs to snap off your body at random. mutation chance increases with number of missing organs / limbs. * autonomy is not very good, losing a limb to escape security COULD be a good tradeoff, but would you really risk not being able to re-attach it? this gives it precedent as a Fuel generator, while retaining its core idea. #### Chronic rejection syndrome a mutation that causes the users body to violently reject new limbs and organs, causing heavy injuries. whenever an organ, prosthetic, augment, or implant is added to the user, they take heavy brute and expell the object from their body. #### Swollen Hands A mutation that causes the hands of the user to swell to uncomfortably large sizes, making it next to impossible to use certain equipment and items. rips gloves to shreds if the user is wearing them when its first mutated, prevents the use of objects and gloves as if they had chunky fingers, and incurs a small penalty to action times. #### Frontal Lobe Separation A mutation that cuases the frontal lobe and cortex of the user to become partially disconnected, severely lowering the users intelligence. causes the target to become unable to perform complex tasks, such as operating consoles, machinery, PDAs, and performing certain actions like surgery. #### Total Immunocompromise A mutation that causes the users immune system to shut down completely, causing them to become susceptible to diseases. causes the user to become continuously afflicted by diseases picked at random. #### Hormonal Imbalance A mutation that throws the amygdala and hippocampus regions of the brain into total disarray, causing bouts of extreme emotional trauma. causes the user to develop 2 phobias, and randomly swaps out the 2 developed phobias with new ones. #### Mass System Organ Failure (M.O.S.F.) A mutation that causes the users organs to begin shutting down from a massive spike in metabolic activity. causes the users organs to continuously take damage too the point of nonfunction, and will continue to damage new organs transplanted into the user. #### Muscle Melding A mutation that causes the muscles in the users legs to combine and form one giant, long muscle, making it extremely difficult to move. cuts the users movement speed down by 25%, and causes the user to occasionally trip and fall. #### Ultra-Thin Skeleton A mutation that drains the calcium in the users skeletal structure, causing extreme internal damage from the slightest of exertions. causes the user to take constant brute damage while walking or running, however crawling and using a wheelchair helps mitigate this effect. #### Magnetic inversion A mutation that causes the users body to emit a short wave gravity inversion, causing all unseated objects to violently fly towards the user. Randomly causes all loose objects in a short range around the user to fly towards the user with explosive force, possibly even enough to impale the subject with certain objects. #### Advanced decomposition a mutation that causes the users body to ignore rigor mortis and rapidly decompose upon death, causing substantial damage to the body, and in some cases, total body breakdown. This mutation activates on death, while the user is dead, causes the user to take constant brute and toxin damage, upon hitting a certain damage threshold, dusts the users body. #### spatial degredation a mutation that causes the hosts cell structure to break down when near large concentrations of bluespace energy, most notably the energy given off by other living beings. Creates a radius around the user that constantly deals brute damage to themselves when near other (sentient) living creatures. #### digestive rejection syndrome a mutation that causes the users stomach to stop producing the necessary acids required to digest foods, making them violently ill, and most importantly, preventing them from eating. This mutation flat out prevents the ability to gain nutrition from any source, and causes the user to after a couple of seconds vomit after eating or drinking. #### ultraviolet allergy a mutation that messes with the hosts immune system, giving them a nasty allergy towards light as a whole, but especially ultraviolet rays in particular. This mutation causes the host to produce histamine and take burn damage when being directly exposed to brightly lit environments, deals even more damage when standing on tiles in starlight (near windows, glass floors, being in space). bodyparts covered by clothing prevent the histamine and damage, but must be fully covered in order to count. #### brachial myelitis a particularly devastating mutation, causes the complete and total death of the nerves, muscle tissue, and joints within the arm from inflammation of the spine, preventing their usage. Prevents the user from interacting with things much in the same way as if they were missing arms, and also prevents the user from picking up objects, dropping them if they’re holding anything. ## Tier -1: Negative Mutations **Mutations that affect you slightly in a bad way, giving you a moderate amount of fuel.** #### Nearsighted A mutation that blurs the vision on the edges of the screen, making it hard for you to see stuff that's far away. #### Farsighted A mutation that blurs vision at the center of the screen, and makes it hard to see stuff that's nearby. #### Spontaneous Combustion You spontaneously burst into flame. This mutation gives you some resistance to burn damage from fire. Being set on fire increases the chance of this mutation appearing. #### Spontaneous Cryogenesis You spontaneously freeze into a block of ice. Chills the air slightly and freezes adjacent tiles. This mutation gives you some resistance to burn damage from cold sources. Being cold increases the chance of this mutation appearing. #### Electromagnetic Impulse You randomly produce short to medium range electromagnetic pulses. Getting hit by an EMP increases the chance of this appearing. * Typically bad, it will constantly power off your comms headset and drain your equipment. May be somewhat useful against silicons, if you don't rely on electrical equipment. #### Hemophilia A mutation that makes the user more likely to bleed, and increases chance of bleeding related injuries. #### Linguistic Scrambler randomly causes you to change your primary spoken language to a new language, even if you didn't know it beforehand, once changed forces you to speak in that language for a moderate amount of time. knowing multiple languages increases its mutation chance. #### Extreme Metabolism A mutation that causes you to process foods and reagents faster, doubles the speed at which you grow hungry, and also doubles the speed in which you process reagents. mutation chance is increased from being hungry and having multiple unique chemicals in your system at a time. #### Urticartia A mutation that causes the users immune system to flare up, making them itch alot, causes you to itch and makes you uncomfortable wearing heavy clothing (exosuit slot), can be partially alleviated by being wet or standing under showers. mutation chance increases the more histamine is in the users body. #### Psychological Meltdown A mutation that causes reduced dopamine and serotonin production, slowly driving users insane, makes you slowly but steadily lose sanity over time, hope you brought booze! mutation chance increases the lower the sanity of the user. #### Abdominal Cramps A mutation that causes violent bouts of illness and vomiting, before returning to normal, causes you to randomly become disgusted, and occasionally vomit everywhere. mutation chance increases the more disgusted someone is. #### Void Magnet A mutation that randomly expunges the user out of the world, replacing their body with a pitch-black hole in reality for a dozen seconds or so. Can also be activated manually. * Consistent manual activations decrease the chances of the mutation activating on its own, encouraging the host to train it like an otherworldly muscle. #### Spatial Instability The victim of the mutation has a very weak link to spatial reality, and may be displaced. Often causes extreme nausea. * The nausea doesn't get applied if the host drinks some carbonated liquid - like Cola, Space-Up or beer - or mutagen prior to the teleportation. * Just like in the original iteration, the teleportation is soundless and lacks visual effects to maximize 'wtf, am I hallucinating this shit?' moments from innocent bystanders. #### Liver Redundancy a mutation that causes the users body to bypass the liver entirely when processing chemicals. causes the user to not process any chemicals, whether good or bad. #### Temperature Hypersensitivity a mutation that causes irregularities in the temperature regulation of the users body. causes the user to become hotter and colder faster than normal. #### Stiff Joints A mutation that causes the joints in the users body to stick onto the bone structure, making it difficult to properly walk anywhere. causes you to occasionally walk in a different direction than intended while walking. #### Sensitive Nerves A mutation that causes the overdevelopment of nerve endings in the users body, making uncontrolled electrical impulses even more dangerous. causes the user to take more burn damage from being shocked, and causes any shock to stun them. #### Addictive Personality A mutation that causes the users brain to overreact with chemicals taken into the body. causes the user to become addicted to substances three times as fast as regular crew. #### Slippery Skin A mutation that causes the users body to randomly expel a thin layer of slime, giving them trouble holding onto things. causes you to randomly drop held items, while also rarely throwing you as if you stepped on a lubed tile. #### Shuffled Organs A mutation that rearranges the organs of the user into a mismached tangled mess, making it difficult to even begin surgery on the user. causes all surgery times on the user to take 50% longer, and increases the chance to fail a step. #### Smoking Pustules A mutation that causes the user to develop large lesions and pustules that leak smoke and fumes at random, or when agitated. randomly causes the user to throw out a small cloud of smoke while taking a small amount of brute damage, being hit can also activate the effects of this mutation. #### hydrophobic aura a mutation that causes H2O molecules to break down into pure hydrogen and oxygen upon close contact with the hosts skin, causing them to never become wet. Prevents you from ever becoming wet under any circumstance, particularly dangerous when combined with flammable materials, such as clothing. #### aggravating presence a mutation that spurs the onset of a psychic droning in lesser life-forms near the host, causing them to run from the host, or in certain scenarios, even attack them. Causes nonhostile mobs such as critters to run away or ignore the host, and causes hostile mobs to prioritize attacking the host. This counts as a psionic mutation. #### rot-gut a mutation that causes the users body to remove excess waste material via gaseous decomposition, causing them to occasionally belch noxious fumes. Causes the user to randomly burp a large cloud of miasma, if the users mouth is blocked when this effect happens, they take a decent chunk of oxy damage as they begin to choke on the gas. #### displacer syndrome a mutation that causes the temporal destabilization of objects within the users possession, causing them to disappear. Causes things the host is wearing and objects within the hosts pockets, backpack, exo, and belt slot to randomly teleport off of them and appear within a short radius around the user, following line of sight. This mutation follows a tier system, and cannot remove objects that would cause other objects to be removed with it, I.E. you cannot have your jumpsuit removed if you’re wearing a belt slot item, it must first remove the belt before being able to remove your jumpsuit. #### accelerators syndrome a mutation that causes the hosts body to “catch” objects that exceed a certain velocity around them, extremely dangerous when paired with ranged weaponry. This mutation causes objects that can embed to embed easier when hitting the host, and also lowers the threshold in which objects that can be used to embed will embed with the host. ## Tier 0: Neutral Mutations **Mutations that don't affect you particularly in any way. They don't affect your instability or fuel levels.** #### Swedish A mutation that modifies your tongue, making you BORK. #### Patience A mutation that after a set amount of time transforms into any other mutation in the game. Chance starts out high, and decreases with round time passing. #### Madness A mutation that gives you a stranger in your head (he sometimes speaks to you). #### Hyperactivity A mutation that makes you randomly *spin *flip *clap *snap. #### Chromatic Shift Causes your eye and hair color to change at random, can't be controlled. #### Spectral Link A very rare and unexplained mutation, causes the user to manifest the voices of a long lost group of individuals upon accidents, causes you to play the laugh track soundbyte when you slip, just like clowns do. mutation chance increases the more potassium and space lube is in your system. #### The Greytider's Sense You start to gasp and twitch aggressively when near high value items. (cap's ID, guns, batons... etc etc) #### Thick Tongue A mutation that causes the tongue of the user to grow out of proportion with their mouth, giving them a notable lisp. makes you speak like a certain duck, turning your S's into TH's, I.E. thomething like thith. #### springy knees A mutation that makes joints of the users knee tensile and rubbery, giving them a little bit of pep in their steps. causes the user to walk in the same way penguins do by hopping. #### Broadway syndrome A mutation that stimulates special vocal patterns in the user, reminiscent of old terran performers. Causes the user to constantly sing, and randomly drag out vowels as if they were performing a finish. #### The Buddy reflex A mutation that causes involuntary speech Tics when the user becomes frustrated. causes you to say certain things when being position swapped, people bumping into you, or you walking into people while on combat mode, such as "watch it buddy", "be careful pal", or "watch it asshole". #### The Happiness Complex A mutated strain of a once lost hereditary disease reborn into the genetic structure of the user, causing immense bouts of extreme happiness and joy. causes the user to randomly smile and laugh, while also causing them to occasionally change colors, as if painted. when mutated in an ethereal, instead changes their glow color. #### Hair overgrowth A mutation that causes the androgen production of the body to become wildly imbalanced, causing bouts of both hair growth and loss. Causes the user to randomly swap between hair and beard types, if the user cannot naturally grow hair or a beard, allows them to grow hair but not beards. #### Influential Mentality A mutation that causes the users perception of reality to be altered in such a slight way as to cause their brain to process the thoughts of versions of themselves from differing realities. causes you to randomly see messages in chat spoken by your "brain", instances of such messages could be "i wonder what the elves are up to right now" and "security is out to get me again, i should put explosives under their airlocks." #### Verbal Blur A mutation that causes the users vocal cords to mutate rapidly and uncontrollably, causing them to talk in varying tones and pitches. causes you to randomly swap TTS voices. #### Social Acuity A mutation that causes the users brain to instantanelously make notes of the interactions and general trends of their fellow crew, allowing them to gather a general concencus on them. causes the user to see special flavor text when inspecting other crew, ranging from "i really enjoy the presence of this person to" "i wish you were dead asshole!". isn't actually affected by anything, and changes at complete random. #### The Willis effect A mutation that causes the user to adapt a penchant for violence and to develop the kinda snarky attitude a cop would have. causes the user to randomly blurt out messages when hitting people with both ranged and melee weapons, and being hit by ranged and melee weapons. examples of both being "Good shots!" and "you're not gonna be walking that one off.", or "godamn i really hate getting shot at." and "i'm gonna hate trying to fix this one up later." #### Weightless soles A mutation that causes the user to develop special webbing and callused growths onto their entire body that produce a relaxed gravitokinetic effect, albeit a very hard to control one. causes the user to slowly rotate, as if flipping but in slow motion, does not affect slips or falls. #### S.C.G.S. (sporadic cell growth syndrome) A mutation that causes the bodily structure of the user to randomly compress or widen to compensate for an influx of new cell growth and decline, making the user noticeably wider or thinner. causes the user to randomly squish or widen, on the same principle as being hit by a vending machine. #### Chromatic Opposition Whenever you bump into another person your eye and hair color change into the inverse color of the person you bumped into. ## Tier 1: Positive Mutations **Mutations that affect you slightly in a nice way. Sometimes use fuel.** #### Glowy A mutation that emits a natural light from the body #### Electrical Generation A mutation that causes you to charge nearby APCs and adjacent SMES. Getting shocked increases the chance of this appearing. Electrical generation rate increases with fuel amount. #### Telepathy Allows the user to communicate to others with their mind, bypassing language barriers, deafness, or being mute. Counts as a psionic mutation. #### Spatial Collapse Allows the user to touch an object in order to spatially entangle it with its surroundings. The next time someone interacts with it causes all nearby unanchored objects to get launched to its location. Counts as a psionic mutation. * Only one object can be entangled at a time. * Entangled objects lose the effect after 3 minutes of inactivity if the user stays relatively nearby. If not, the decay rate becomes quicker with increased distance between the object in question and the user. #### Morphing Skin Allows the user to change into another race, gaining the upsides and downsides of that race while retaining their original name. The user must remain still while morphing, successfully morphing puts the ability on a three minute long cooldown. #### Optic Anchor A mutation that lets the user imprint an object using a marker gained by hitting the ability button, once an object is imprinted using the marker in hand lets you view the surrounding area from that object. Dropping the marker severs the link to the object, allowing you to imprint on another object. Counts as a psionic mutation #### Transmutation A mutation that allows the user to meld materials into other materials by consuming some fuel and material. Using the ability while holding a material in your active hand consumes half the stack and some fuel then converts it into its opposing material. * Iron - glass, silver - gold, titanium - uranium, diamond - bluespace crystals. if you can come up with a plasma alternative add it i'm drawning blanks (maybe plastic?) #### Pheromone glands A mutation that causes the user to emit a soothing cloud of sweet smelling pheromones. activating the ability gives everyone in a moderate radius around you a mood buff, while mobs will be less inclined to attack you. #### Viscous Vomit A mutation that allows the user to spit balls of thick, tar-like vomit. Using the ability primes a vomit ball. Hitting someone with the ball makes them heavily disgusted and incurs a mood penalty. if the vomit hits them in the face, it temporarily blinds them. #### Epidermal Heating A mutation that allows you to heat objects you're holding in your hands. Food items become cooked after a delay and reagents will gradually heat up in their containers, careful not to explode! #### Metabolic Exchange a mutation that allows the user to generate fuel from eating, activating the ability causes any food you eat to generate small amounts of fuel instead of satiety. #### Telescopic Lens A mutation that adds a fine point lens into the eyes of the user, allowing them to see further. activating the ability constantly drains low amounts of fuel, but allows you to see longer distances, similarly to binoculars. #### Sticky Fingers A mutation that causes the skin on the users hands to secrete a sap-like substance, giving them a marginally better grip of objects. while the mutation is active, has a chance to prevent items from being dropped. #### Flexible Vertebrae A mutation that adds a layer of padding and rubber esque muscle tissue to the spinal column, allowing them to handle kinetic shocks better. flat out prevents all fall damage while active, but subtracts 1 fuel for every 1 point of damage prevented, and 10 per every wound prevented. #### Carrion Converter A mutation that allows the user to absorb the remains of those unlucky enough to have been injured or died. channeling this ability and targeting an adjacent pool of blood or gibs allows the user to absorb the pile after a moderate delay. absorbing a pile successfully regenerates a moderate amount of blood and heals a small amount of brute and burn damage. being interrupted while absorbing still incurs the fuel penalty. #### Howler Sacs A mutation that causes the vocal cords of the user to become thinner and more wiry, while also loosening the skin around their throat. activating the ability causes the user to let out an incredibly shrill scream, causing those without ear protection to fall over and become momentarily deaf. #### Sound Mind Makes you passively immune to hallucinations and brainwashing. This does not cure the "Reality Disassociation Syndrome" quirk. #### fluidic transmorphism a moderately enjoyable mutation that causes the hosts kidneys to produce wildly varying reagents, converting mutagenic fuel into chemical compounds and, oddly enough, alcohols. While holding a container, activating the ability consumes 10 fuel but produces 25u of random reagents, could be lexorin, could be bastion bourbon, who knows! #### hydrophoric pores a mutation that causes the hosts pores and sweat glands to enlarge and fold under the skin, allowing them to store large amounts of water. Activating the mutation expends a small chunk of fuel, but sprays water onto every tile around you, as if you used a fire extinguisher. #### bark fingers an odd mutation that causes the hosts fingers to shed their skin and grow an odd assortment of what can only be described as tree bark. this bark has strange properties when combined with other plant life. This mutation has a left click and right click property described below: * Left clicking while this mutation is active causes you to begin stabilizing the plant life you clicked on, draining small amounts of fuel for every single progress bar filled, giving it water, killing the pests in its tray, and automatically removing the weeds in said tray. * Right clicking on a dead plant causes you to expend a decent chunk of fuel and take some small amounts of toxin damage, but revives the targeted plant. Targeted plant is then brought back into its seed stage as if it was freshly planted. #### recycle lungs a mutation that causes the hosts body to start splitting carbon dioxide at an atomic level, allowing the hosts lungs to “recycle” oxygen while also expelling the remaining carbon. While this mutation is active, increases the time before the host begins to suffocate from both lack of oxygen and presence of other gases in the air, but drains fuel at a steady rate while active. #### sanity spike a mutation that causes the host to “project” entire memories and thoughts into another sentient beings mind, allowing them to both read someones mental state and implant positive or negative emotions within them. This ability has a left click and right click ability, as detailed below: * Left clicking with this mutation gives a read-out of the targets current mood, sanity, and highest and lowest positive and negative moodlets, to give a general read-out on the targets well-being. * Right clicking with this ability active while off harm intent begins supplanting positive memories into the targets head, sharing your positive moodlets with them. Right clicking while on harm intent instead supplants negative memories into the target, sharing your negative moodlets with them. You must retain line of sight for this ability to work, if line of sight is broken, end the moodlets effect after 10 seconds. This ability counts as a psionic mutation ## Tier 2: Great Mutations **Mutations that give you genuinely strong benefits ingame and use a bunch of fuel.** #### Dwarfism A mutation that modifies your size, letting you hop over tables instantly, and gives you buffs from drinking. Alcohol in your system increases the chance of this mutation. #### Hivemind A mutation that lets its host to also hear - and understand - everything spoken by all of its other hosts, regardless of their respective locations and languages used. #### Anti-Camera Aegis A mutation that doesn't allow the host to walk into places visible by cameras, causing them to lock up with a message describing panic or something of the sort. If the host is already visible on a camera, they are allowed to walk onto other visible-on-camera tiles as normal. If a place is visible by cameras, but is pitch black, the host is still allowed to go there. #### Triple-Jointed A mutation that reduces the time it takes to use tools that require action timers. (Surgery, Screwdriving, building, ect.) #### Long Arms A mutation that gives you the ability to reach a tile further than you normally could, for interacting with machines, using tools, or melee weapons. #### Solar Flare A psionic mutation that allows you to instantly produce a flashbang effect from your head. This mutation also makes you immune to flashbangs. Medium cooldown. Counts as a psionic mutation. * Could be too strong, maybe include a 1 to 2 second charge time with a message. * Ethereal-exclusive, perhaps? Much like how Fire Breath is for lizardfolk? #### Chaotic Exhalation A mutation that causes you to passively exhale random gases. Exhalation rate is 10x more than standard exhalation. Can be toggled off and on. Only consumes fuel when toggled on. #### Slimy Constitution A mutation that causes the users body to emit a thin film of a slick grease like substance. Gives you 2 abilites: Lather, allowing you to cover the held item with grease which causes it to slip out of the hands of anyone lacking this mutation trying to pick the item up, and Spit, allowing you to spit a large ball of grease that creates a 3x3 tile of grease (just use space lube) on the floor. #### Clairvoyance A mutation that gives you a psionic ability that allows you to see everything in a targeted area for 10 seconds. Your vision is bound to the center of your clairvoyance point until the end of the channel. Has a chance to warn other people that they are "being watched". Medium length cooldown. Counts as a psionic mutation. #### Mind Reader A mutation that gives you the psionic ability to read the past events of anyone you look at, with a moderate cooldown. Counts as a psionic mutation. #### Deductive Mastery A mutation that gives you the psionic ability to sometimes glean relevant information from the things you examine, touch or interact with. Is passive, averaging with about 1-5 information prompts per minute - and the 'frequency goal' average increases/decreases smoothly over time at random - but can also be toggled via an ability button to increase the frequency tenfold at the cost of each piece of information being gained during this mode to also inflict 5-10 brain damage to you. The mild chance to give false data changes in reverse proportion to the 'frequency goal' average, and is halved during 'overclock' mode. Counts as a psionic mutation. * Example of yielded data from picking up an item: * 'Sweet and nutty scent with a sickly undertone, colorless flakes within the substance; the cup contains sugar, coffee and traces of romerol.' * [EXPLANATION] Sugar's scent is 'sweet', one of coffee's possible scent descriptions - taken at random - is 'nutty', and romerol's possible descriptors are 'sickly', 'pungent' and 'rotting'. The 'colorless flakes' string is romerol's unique physical descriptor. The 'traces' string is used due to the amount of romerol being equal to or less than 5% of the mixture's total volume. * Example of yielded data from examining an object: * 'Open laceration, notable depth of wounds; the injuries on Unknown's chest and left arm were caused by a sharp, two-handed weapon.' * [EXPLANATION] 'Open laceration' is the name for a severe slashing wound. 'Notable depth of wounds' is a possible data string for the 'sharp' and 'heavy' weapon descriptors. 'Sharp' and 'two-handed' are possible descriptors of, among other things, both the Fire Axe and the Claymore. 'With a jagged edge' is, as another example, a unique descriptor of the Chainsaw family of weapons: the Chainsaw, the Chainsaw Hand, the Chainsaw Sword and the Possessed Chainsaw Sword. * Example of yielded data from interacting with a valid tile: * 'Keypad smudged the most on the numbers two, five and eight; sequence will be five-unknown-two-eight or eight-unknown-five-two.' * [EXPLANATION] The numbers are taken from the correct abandoned crate passcode sequence, get rolled for being incorrect via the 'incorrect data chance' variable one by one, then the ones that are deemed incorrect get replaced by a random undiscovered number. The resulting numbers are then used to generate 1-3 four-number-long sequences that have a 50%/33%/25% chance respectively to be the correct one. Duplicates are rerolled, undiscovered numbers are replaced with 'unknown', and the resulting data gets presented to the user. * Example of yielded data from one person physically touching another: * 'Tense posture, subtle glance at Honkerton's mouth, careful flexing of right hand's fingers; Nial Iwakura is preparing to assault Honkerton with a concealed weapon.' * [EXPLANATION] 'Tense posture' is one of the possible descriptors of combat mode being toggled on by the primary subject. The glance was just an indicator of what body part the primary subject currently has selected. The flexing of fingers is one of the possible descriptors of the primary subject currently having a container menu opened on their end while not holding anything in that hand, with the specific hand mentioned being the current main hand. * Despite this mutation not inducing any visible changes to the host, every time they gain a new piece of data there's a slight chance for them to perform one of several curated, off-cooldown emotes: a frown, a smirk, a grin if the smirk emote was used within the last 4-8 seconds, an inhale, a gasp, pale, shiver... #### Trigger Fingers This mutation affects guns you fire. If you are a golem or another race that naturally has chunky fingers, this allows you to fire guns in addition to the other listed effects. * Standard bullet weapons have increased accuracy, with less recoil. * Shotgun shots have their "damage loss over distance" reduced, and can ricochet more. * Laser weaponry deals 25% more damage and has a larger sprite. #### Hypermania A mutation that causes the user to exhibit a larger production of endorphins and adrenaline, allowing them to walk off even the most grievous of injuries. while the mutation is active, drains fuel at an extremely rapid rate, but speeds you up considerably and prevents damage slowdown. #### Gigantism a mutation that causes the users cell structure to become larger, encompassing a growth spurt. makes the user noticably larger, prevents the user from being forcibly moved by other players walking into them while in combat mode, and also prevents players from dragging them with a standard passive grab. #### Condensed Calves A mutation that causes the calf muscles of the user to expand and rapidly compact into an extremely tightly wound muscle group, allowing them momentary bursts of high speed. activating the ability primes a super sprint, once primed clicking while on throw mode causes you to sprint towards that destination at very high speeds, only stopping once reaching the targeted destination or until you hit an object. careful not to hit people, or it might not end well. #### Interlinking Veins A mutation that allows the user to weave their volar arteries into another persons body, allowing them intricate knowledge of the health state of that person. This mutation has two uses: * left clicking while this mutation is active gives you the health status of the target, as if you used an advanced scanner on them. * right clicking causes you to begin purifying the targets bloodstream, slowly draining the chemicals from their body and replacing their blood with yours, drains 1% of your blood volume to give the target 2%. this ability ignores blood types. #### Shielded Synaptics A mutation that adds a relatively thick layer of insulation to the neuron pathways in the users body, allowing them to shrug off some of the burden from being jolted. drains fuel at an extremely fast rate, but moderately reduces the amount of stamina damage taken from all sources. #### Tanky Tendons A mutation that reinforces the muscle connection between the tendons and skeletal system, making the user extremely difficult to knock over. while the mutation is active, drains fuel moderately fast, but prevents being knocked down. does not prevent falling over from stamcrit. #### Copycat A mutation that lets the users body "eat" objects and recreate them through organic synthesis, allowing them to effectively duplicate an object. activating this ability with an object in hand consumes the object, destroying it. objects destroyed via this ability can then be recreated by paying a moderately large chunk of fuel for usage. you can store up to 3 objects this way, replacing the oldest object with the newest consumed by the ability. objects created using this ability cannot be disarmed, but can't be wielded or thrown. ranged weapons cannot fire and objects that run off of charge will have to have their fuel cost expended again to refuel them. #### electromutagenic macro-conversion a mutation that causes the mutagenic fuel within the hosts body to create a fiercely energetic reaction, allowing the host to give off small but concentrated electrical currents. Allows the user to charge just about any object that can be charged, expending 3 fuel per XXXXX kw of power (insert whatever amount of power you want here). If an object doesn’t use traditional charge like a battery cell would (I.E. laser weapons) it instead expends 7 fuel per 10% charge. #### detoxifying perspirant a mutation that causes the users kidneys and liver to cycle their detoxifying properties into the sweat glands via a chemical reaction that causes the release of gas. This is a toggle ability, while toggled on drains fuel at a moderate rate, causes any chemicals within the users body to be purged via smoke cloud every 5 seconds, the more chemicals in the users body when purged, the bigger the cloud. #### hollow arms a mutation that causes the hosts forearms to become unnaturally hollow due to the extreme densification and subsequent shrinking of the radius and ulnar bones, allowing the host to discreetly slide objects into and out of the now empty space within their arm. Activating this ability while holding a small object or smaller will stow it within your arm, activating this ability again will then draw said object from storage into your active hand. you can only store 1 object at a time, and being hit on the arm in which the object is stowed has a chance to cause the item to fall out. Inspecting someone who has a stowed item will give the user a message stating that their arm looks odd. #### R.E.M. psychoprojection a mutation that causes the host to project their psyche while dreaming into a tangible physical form using nearly imperceptible lightwaves, effectively making a “holo-clone”. This ability can only be activated while sleeping. Using this mutation while sleeping creates a copy of the user that they control. The copy of the user has some unique properties, such as: * The holo-clone is incapable of interaction with the environment around it * The holo-clone is dispelled by even the most basic of attacks, but does not suffer damage from environmental hazards, such as pressure, temperature, and the presence of damaging things, such as fire or ash. * The holo-clone can walk through solid objects and surfaces as if they weren’t there * The holo-clone retains the users speech capabilities, allowing them to talk in this form If the holo-clone sustains enough damage to be dispelled, causes large amounts of brain damage and wakes the user up. This ability counts as a psionic mutation. #### spatial redundancy a mutation that desynchronizes the users body from the veil of bluespace around them, allowing them to effectively rewind time itself albeit on an incredibly small scale. Activating this mutation starts a 10 second timer, after 10 seconds, teleports the user back to the spot they were in. This mutation does not heal damage or reattach limbs, but works even if the host dies. This mutation does not activate if the host is gibbed, if the host is instead decapitated, it will teleport the head only. #### electronic interloper a mutation that causes the arms and legs of the user to leak what can only be described as a ferrous semi solid metal gel, this odd substance seems to “cling” to sources of high energy, predominantly the circuitry of high grade electronics. Activating this ability primes an in-hand, using this in-hand on an object that uses electricity (cells, APCs, wires, cyborgs, energy weapons) causes you to begin to “jump” into them. After a moderately long delay, you “jump” into the object, which has these effects: * If an object is not connected to the power grid (such as cells, or energy weapons) you hide inside of them, constantly draining fuel while in them. * If the object IS connected to the power grid (APCs, wires) you instead are granted the ability to crawl along the wire, much in the same way you would vent-crawl, you drain fuel constantly while wire-crawling. When running out of fuel or toggling the ability again, the user “jumps” out of the object they are inhabiting, causing a moderately sized pulse of electricity to arc from them, burning people around them a little bit. If they are inhabiting an object and it breaks, they are shunted from it and dealt an extreme amount of burn damage instead of causing the surge. ## Tier 3: Legendary Mutations **The most powerful mutations, they give you a very strong power, usually need a lot of fuel and all mutate you visually.** #### Hulk A mutation that makes you a giant green monster. Your punches knock people away and do a lot of damage, as well as breaking structures and walls quickly. You are also immune to stuns and stamina damage, but you cannot use ranged weaponry, and cannot wear jumpsuits or armor that covers skin entirely. Can wear boxer shorts, however. Chance for the legendary mutation being this increases by fistfighting. #### Feral Evolution Prerequisites: Felinid A mutation that causes a felinid to revert into a more primal state, growing sharp jagged claws and generally becoming more cat-like, giving them much more gruesome strikes than other races and cat-like reflexes. Replaces the felinids punches with scratches and kicks with claw digging. ('Dean Friendly digs their claws into Davie Dangerous!') Scratches and claw digging deal more brute damage and have a chance to inflict up to moderate slashing wounds. Increases punch and kick speed based on mood, up to a 25% increase. Gives a 40% chance of dodging projectiles and melee swings. Unsheathing claws while wearing gloves causes the gloves to be torn to shreds - unless they're fingerless - but, once the claws are retracted, gloves can be put back on. Use of ranged weapons is restricted while the claws are out. Lets you scratch furniture for a mood buff, but getting hit with a newspaper gives you a mood debuff. * I thought it over more when making resonant destabilization and figured that if hulk will remain human exclusive then the other races should have some fun too, right? * For aesthetics this can give claws and hair around the ankles and wrists, maybe? I'm not very good at design. #### Draconic Lineage Prerequisites: Lizard A mutation that causes a lizards tail to become thicker and heavier, while also increasing their muscle mass and scale buildup, making them look closer to their more dangerous relatives. Replaces a lizards punches and kicks with tail slaps and tail slams respectively. Tail slaps deal more brute damage, knock back, and have a chance to disarm the target. tail slams deal bonus stamina damage, can fracture bones, and have a higher chance to disarm the target. Allows access to Defensive Tail Sweep, where hitting the ability button causes you to enter a defensive stance after a windup; if you're hit with a melee attack during the window, the attacker is knocked down and dealt damage. grants immunity to the heat damage from being on fire and heat in general, and also reinforces the legs of the user, allowing them to step on sharp objects without falling over. prevents the use of clothing that covers the legs and feet of the user. * I thought it would be cool if lizards had giant tails from something i saw one time and tail combat sounds funny. For aesthetic purposes, a larger, thicker-looking tail and some horn juts coming out of their head and legs might do the trick. * The one big thing dragons are known for is fire breath which is actually already a mutation lizardmen have prior to the genetics rework. You could just expand on that instead of giving lizards tail-fu. Also this has literally no downsides since digitigrade lizardmen already can't wear shoes and it removes the one problem they encounter because they don't wear shoes. #### Resonant Destabilization Prerequisites - Ethereal A mutation that causes an ethereal's crystalline heart to break down and form electricity-generating crystals, allowing uprecedented control over local electricity. Causes the punches and kicks of ethereals to deal more burn damage, and build up an effect called static onto the targets, static causes the target to take more damage from an ethereals aggressive discharge, and shocks in general. Gives an ability called Aggressive Discharge, letting you spend a large amount of fuel (or satiety if you're running out of fuel - be careful not to starve!) to stun, knockdown, and deal heavy burns to the target. Being insulated protects the target from the stun and knockdown, but not from the damage. successfully landing an aggressive discharge causes the user to become lethargic temporarily, slowingly them down for a couple of seconds. Allows ethereals to convert satiety to fuel by interfacing with a source of electrical current (APCs, exposed wiring, SMESs) and doubles the speed at which they 'eat' charge from said sources. * For aesthetic purposes, maybe crystals running up the base of the spine to the neck? Could give it a particle effect like the cueball helmet. * For balance, the user could take minor heart damage every time their body takes damage. Adds a bit more of a drawback to the power like how hulks can't use guns or most clothing. Or it changes the ethereals heart to an "overcharged ethereal heart" which can't make them a revival crystal anymore. #### Solar Wings Prerequisites - Mothperson A mutation that causes a mothperson to gain the adaptions of their star-faring ancestors. Expands and modifies a mothperson's wings to a massive size. While on a space tile or clear flooring overlooking space, mothfolk will gain immunity to the depressurized and freezing environment of outer space, can fly and manuever very quickly in zero gravity even without any air present, and do not need to breathe. The broad stiff wings prevent a moth from wearing anything on their back including backpacks, jetpacks, and various weapons and tools, cannot be used to manuever without at least some exposure to starlight, and slightly slow the owner down when restrained by gravity. * I was thinking of a mutation that plays into and expands the (very little) lore of the mothfolk. As it's never mentioned what time or technology level they were at when they lost their home planet, I like the idea they went into space before even inventing modern space ships and their descendants gradually lost the cumbersome adaption after centuries of improving their space ships and settling on planets with atmospheres. * Aesthetically I was thinking biological solar panels. Giant uncollapsible wings with bioluminescent markings and alien membranes. Maybe they could even glow when exposed to space. * This mutation would be best for the curators and engineers that already spend a lot of time out in space. Moths more "earthbound" are more likely to get other legendary mutations instead of wings that kinda force you out of the station. * The effects of Solar Wings should remain for a short while after leaving a space tile so walking over a meteorite, outside deck, or space ruin doesn't immediately harm you. Maybe they gradually lose effect and the wings' light grow dimmer to reflect it. #### Primal Devolution Prerequisites - Mothperson A mutation that causes a mothperson to devolve into a more primal form, functionally resembling a human-sized moth. The new form loses the ability to speak any verbal language except for Mothic, access to all inventory slots except for the helmet one - as they can still wear hats - and now has three pairs of hands instead of one. Moving while holding more than 3 items at a time has a mediocre chance - growing further with the lack of empty hands - of either randomly activating one of them, dropping one of them, or having the subject attack themselves with one of them, however the chances of all of these things happening is zero if the moth is walking and thus not sprinting, **or** if they're currently flying: the notably larger wings of the specimen allow it to toggle the ability to fly via the respective ability button, granting it traversal capabilities of someone with a jetpack in Zero-G. The flight, however, only works if the tile the moth is currently on has at least **some** gas present. * The ability to shoot guns is likewise revoked by this mutation, however they can still use complex devices like PDAs because I think that an oversized moth DMing someone in a chatroom is pretty funny. * Much like with borgs, the moth can also be ridden like a sentient mount. * Having flight toggled on increases the moth's hunger drain rate in addition to the usual over-time mutation fuel consumption. This increase is 50% larger if they are currently also being ridden by someone. * Moths can upgrade their grabs faster than humans, and this speed increase scales with the amount of free hands they currently have - the more, the faster. If all 6 hands are full, then the grab upgrades are the same speed as those of a human. * If it's possible to code, then the moths can full-grab whatever they're pulling - be it a person, a girder or an unwrenched console - if all 6 hands of theirs are currently empty. This grants them a unique skill that's helpful with repositioning objects three-dimensionally, however it also doubles the hunger drain rate increase as a counterbalance. Feed your moffs! * Since a lot of code is based around the assumption that carbons have 6 specific body parts - HEAD, CHEST, L_ARM, R_ARM, L_LEG and R_LEG - it's best to have the Primal Devolution form be a non-carbon living mob instead. See **/mob/living/simple_animal/drone** for recommended relevant code. #### Split Slime Neurons Prerequisites - Jellyperson (any kind) A mutation that absorbs the physical brain of a slimeperson, spreading it throughout their body and allowing them to split off and control slimy chunks of their body from long distances. The user gains the ability to pull off pieces of their body, costing fuel, jelly, and brain damage to create "Glob of Jellyperson." These globs can be thrown or placed onto other people or creatures to interact with them from long distances, punching or hugging them from very far, or grabbing them to slow them down. The target will visibly be covered in slime and can be washed off using a shower or fire extinguisher. Finally, the jellyperson can remove a limb at the cost significant fuel, jelly, and brain damage which turns into a baby slime with no type, named "Jellyperson Baby Slime #1" which is friendly and loyal to their creator, obeying their commands (attack, heel, follow, etc.) Users with this ability take some brain damage every time thier physical body is harmed and the brain in their head dissappears and cannot be removed. Destroying their torso will permanently kill them unless they have some other way to be revived (like they saved blood from pod plant cloning.) Chance for this mutation increases the more damage and healing the user's brain has taken, even if their brain is at maximum health, drinking lots of mannitol is an easy way to increase the chance. * Changelings somewhat work like this already as the brain in their head is lifeless and vestigial and getting gibbed kills them for good. I don't know coding but you could start there. #### Infectious Claw Prerequisites - High-functioning Zombie A mutation that grants the fearsome living dead the ability to slay and re-animate the living. When activated, the hand of the user will grow sharp bone claws that deal hefty damage and infect living and dead humanoids with a brain tumor that slowly poisons them and will re-animate them if they are dead, making them into a bloodthirsty shuffling corpse. Lesser zombies will not attack other unliving beings even the zombie who turned them. Chance for this mutation increases with human meat and gore consumed. * Gives high-functioning zombies the ability to start a romerol zombie apocalypse with a toggleable zombie claw. This is really only balanced by the fact that high-functioning zombies are extremely rare and hard to get even if you're looking for them. Also those that know about this mutation will be extremely cautious of any high-functioning zombie, especially one in genetics or one eating human flesh to build up the chance of getting it. * Requires a slight rework to how romerol zombies currently work since the antagonist information they get doesn't forbid them from attacking high functioning zombies or skeletons and the romerol infection can somehow turn said high-functioning zombies and skeletons and even true-androids. * Would actually make high-functioning zombies something interesting for roleplaying purposes instead of the typical "AH! Zombies! -oh wait that's just another one of the wizard's polymorph victims." #### Bloom Doom/Flower Power (dunno which one to pick) Prerequisites - Pod Person A mutation that puts Pod People into a flowering state, granting them new and powerful abilities. A giant flower blossoms on a pod person's head which can reach out with a grasping vine to drag beings closer to it. This flower can also emit a small spore cloud of calming spores that doesn't affect plants, making both friend and foe less agitated. The great flower prevents the user from wearing anything on their head and makes them doubly more susceptible to fire. * The grasping vine would probably be identical to a human flytrap's vine. * The spore cloud would expend energy while active to pacify hostile mobs inside and give humanoids an effect similar to Pax and a slowdown + mood boost. Can either be used to make people passing by in the halls a little happier or a wombo combo vine drag into pacification/slowing cloud to beat someone to death in melee combat. * Amps up the pod person's already significant 25% burn weakness to 50% and makes it much harder to lose fire stacks without being extinguished. #### Bloodsucking Proboscis Prerequisite - Flyperson A mutation that expands and hones the proboscis of a flyperson to be used as a deadly weapon. The mask slot is disabled and you get the ability to prime an attack with your proboscis. A proboscis attack deals hefty damage and a piercing wound as well as instantly draining a large portion of blood from the victim, restoring your own blood (regardless of blood type compatiblity, does not restore blood if they do not have any blood) and stealing some of the chemicalss currently in their bloodstream if any. Be cautious of using on anyone ingesting poison they would be unaffected by such as a slimeperson! Chance for this mutation increases with pools of blood sucked up off the ground. * Either requires flypersons to be able to suck blood off the ground instead of just vomit or just changing the requirement to get it. #### Startling Maw Prerequisite - Abductor A disturbing mutation that grants the mysterious and otherwise mouthless abductors that which they have always lacked... * A meme mutation that gives abductors giant creepy photorealistic mouths. * The only benefit is now they can talk and eat and do things with their mouths alongside severely unnerving the crew. * Why are abductors messing around with genetics instead of kidnapping people anyway? #### Shadow Step Prerequisite - Shadowperson A mutation that modifies the brain of a shadowperson into a tumorous mass, granting them the ability to jaunt between shadows at the cost of energy. Cannot be used in the light and stepping into a lighted area forces you out of the jaunt. If used on a true nightmare and not just a shadowperson from xenobiology, it grants a second use of shadow jaunt with a seperate cooldown. #### Mental Annihilation A mutation that lets you explode people's heads from range with psionic energy. This requires a channeling of 10 seconds or so where the target can run away from the sight of the person to stop the effect. Chance for this mutation increases with brain damage and other psionic mutations. #### Bluespace Attunement A mutation that, upon the subject colliding with another living being - be it by walking or via physical emotes - soundlessly teleports the former behind a random other visible living being. Vision includes living beings visible via X-Ray Vision, Thermal Vision, Thermal Imaging Glasses and other similar methods - check the Telepathy gene code? If the living being that the subject walked into is the only one visible, the subject is teleported behind them. If there is a solid object behind the living being that the subject is being teleported to, the subject automatically pushes that living being before teleporting to their previous location. If there are solid objects both behind and in front of the living being that the subject is being teleported to, the subject automatically knocks that living being down before teleporting to their exact location. * Indicators: The subject's sprite might sometimes have two copies drift horizontally for a few pixels to each side before returning. * Message: "You feel like being hugged might be impossible now." * Is meant to be an upgraded version of Spatial Instability #### Centaur A mutation that grants you an extra set of legs, as well as a horse shaped lower body. Increases your grounded running speed by 1.5x, and prevents you from being forcefully moved by shoves or other people walking into you. Protects you from being slipped or knocked down, but does not protect against stuns. Doubles the speed you can fireman carry people. Due to your strangely shaped body, human armor only provides half as much protection to your legs. You cannot wear shoes due to your hooves. The chance of this mutation increases when experiencing effects that increase your movement speed. * Message: "You feel incredibly well balanced." * Aside from combat prowess, speed is incredibly useful for many jobs where time management and travel is important, such as paramedics. * As an alternative to this, the mutation can be based around having 4 close together squid legs. Similar bonuses, without the fireman carrying bonus to stay thematic. #### Megamind A mutation that gives you a massive brain. Your head expands to accomodate your brain size. Halves the cooldowns of all psionic abilities. Halves all action times. Doubles experience gain for skills. Gives you a long cooldown ability to tap your mass mind, resetting all mental cooldowns at the cost of heavy brain damage. Due to the size of your head, you are unable to wear helmets, and attacks that hit your head do 1.5x more damage. Other psionic mutations increase the chance of this mutation. #### Waste Haymaker This mutation generates a lot of natural fuel to fuel your other mutations (obviously you only will have a tiny amount of legendary ones, so this basically powers the good ones but you dont have a singular powerful one), using mutations fills a storage which can be released in a cloud of acidic gas (you become immune to acid). The mutation gives you a bunch of fleshy radiation tanks coming out of your back, which can also react with the acid cloud upon being attacked by a projectile weapon. #### Temporal Fugue A psionic mutation that allows you to tap into space-time altering effects of bluespace. You quickly pass back and forth through time, creating 4-6 copies of yourself and a puff of smoke. Your copies will move in random directions unless you attack someone, in which case they will start to attack that target until they dissipate after 10 seconds. Long cooldown. Counts as a psionic mutation. * Grants both you and your copies a jittery, shimmering visual effect. * Your copies already *spawn* hostile if you have Combat Mode toggled on during the ability's activation. * In-combat copies, even if they have a target of their own, have a chance to target the person you've just attacked if they're close enough to you. (3-5 tiles away max, perhaps, chosen at random for each copy?) #### Telekinesis Move objects and interact with machines from far away! Counts as a psionic mutation. * Just classic TK, it's a fun and useful mutation so it should make its way back into the gene pool. Perhaps it could be updated to be like the modsuit TK? * Unlike the original implementation of the mutation, this one can also be used while cuffed. (not like you need your hands to use your mind, after all) * Not like the original implementation of the mutation, this one lets you strip/pick pocket people within telekenesis range #### Hippocratic Ascension A passive bluespace mutation that causes you to emanate a field of restorative energy. In your presence all healing effects are doubled, including to yourself. Taking damages causes you to heal everyone in LOS by half the damage you took, including your attacker. #### Cryokinesis A mutation that spurs the growth of two large shards of ice from the users back, seemingly allowing them to control subzero temperatures. This mutation has a Two parter ability: * The first, A toggle ability that encases the user in a suit of armor comprised entirely of permafrost and ice, while the armor is clunky and slow, it provides excellent protection against most things, but falters heavily against lasers. * The second, A passive ability tied to the first, when the armor is taken off by any means, the armor explodes into a violent cloud of chilling winds and ice shards, damaging mobs and players hit by the flying shards, cooling them down, and throwing them backwards. #### Pyrokinesis A mutation that causes the users chest region to become crusted over with a loose shell of volcanic rocks protecting what seems to be a core of lava, sputtering fire and magma at random. This mutation has a two parter ability: * The first, a toggle ability that coats the users hands in magma and volcanic dust, allowing them to rapidly lob balls of fire, consumes small amounts of fuel for each ball thrown. * The second, a passive ability that activates while using the first, causes the damage and projectile speed of the fireballs to increase for every ball thrown, while also increasing the fuel cost for every ball thrown. #### Mutagenic Catalyst A mutation that causes the users body to supplant bodily fluids and even organs and bones with mutagen in an effort to protect the real parts of the body, allowing them to survive even the most strenuous and dangerous of situations unharmed. while the ability is activated, causes any damage you take to instead subtract from your fuel count at a rate of 1 fuel point per 2 damage, if a wound is prevented instead subtract a flat amount of fuel, 15 for tier 1, 20 for tier 2, and 25 for tier 3. if the user does not have enough fuel to pay the cost of the damage, instead deals damage to their organs at double the rate, I.E. taking 40 damage but only having 10 fuel means all your organs immediately take 40 damage. #### Quantum Borer A mutation that allows the user to summon hard plate esque growths that shimmer an odd blue light, allowing them to "dig" through reality itself. This is a two parter ability: * hitting the first ability button and clicking on an adjacent wall causes you to start "digging" through it, after a short delay you appear on the other side of the wall. This abilities cost and time to use scales with the toughness of the wall, and how many walls are in the way. * activating the second ability button causes you to shed your plates, expending a large chunk of fuel to create a quantum beacon, dropping the quantum beacon onto the ground causes a tunnel to be opened at the location of your shed plates and were you dropped the beacon, creating a portal that anyone can enter. #### Focal Photosynthetics A mutation that causes the users skin to adopt a green sheen and eyes to glow a sickly pale yellow, light can be seen radiating from behind the eyes and around the sockets. this ability has two parts: * using the first ability button lets you fire lasers from your eyes, drains a large amount of fuel per shot, the brighter the environment, the less fuel it drains per shot. * activating the second ability requires you to be standing still. activating this ability begins charging a beam of pure light energy to be fired towards your cursor, targets hit by this beam of light are lit on fire and horribly burned, damage scales with time spent charging, so does the fuel cost of using the beam. being in well lit environments causes this ability to also use less fuel. #### Percussive Pressurization A mutation that causes the muscle mass in the arms and legs of the user to grow and compress to such an extreme that they turn a sickly greyish black color and visibly radiate heat. activating this mutation expends a flat chunk of fuel to prime a percussive punch. * percussive punches deal large amounts of brute damage and throw targets with such a force that they can launch people through walls, breaking the wall and shattering the targets bones like glass. * using your throw key while a percussive punch is activated causes you to instead throw a percussive kick, causing you to charge towards the location selected. if you hit something while charging they are kicked, dealing very large amounts of brute damage and throwing them to the ground. percussive kicks deal more damage the farther you move before hitting someone.