# Fikou's Ge-NEW-tics ideasguying
This MD is intended to fill the gap I see lacking in both current mutations and ge-new-tics ideas document mutations - utility. Something that isn't 'funny but useless gimmick' or 'completely combat-centric ability'. Thus I've brought it upon myself to design a bunch of cool, interesting, in-depth mutations for each department that someone has a legitimate reason to go out and ask for. Mutations that give you a new and unique way to do your job, without being necessary or too redundant.
https://hackmd.io/@icpVWOPuRbqlv9pPsbvBxw/r1hYSO9Tj#Centaur
### 'Precursor' mutations:
1. Telescopic eyes
- Lets you examine closely from any range.
- Increased vulnerability to flashes. This effect is inherited by all sub-type mutations.
2. Biceps Overdrive
- One of your arms becomes uncannily large, becoming Chunky but allowing for improved firearm carrying, punches that throw back targets, and the ability to pry open firelocks and unpowered airlocks. Using this ability with Hulk has a tiny chance to make your arm muscles explode.
4. Brainceps Mutation (Biceps Overdrive x Telepathy?)
- As above, but the arm is controlled by a new, separate mind inside it. Picks a ghost to control it!
- Can either be a fantastic ally or a total jerk.
- If the host dies, the arm can drag itself and its body around for 5 minutes before dying.
- If somehow delimbed the arm becomes a real mob!
### Medical-centric positive mutations:
1. Gelchialis Evolution (Biceps Overdrive x ??)
- Sprout organic tools from one random arm at will, identically to the integrated surgical toolset, but your 'tools' have an increased tool speed. Get some brute damage when changing tools, limb damage capped at 10. (It's funny)
2. Chromatographic Sight (Telescopic Eyes x ??)
- Lets you see the pH, purity, and temperature of any reagents inside a container. When combined with below mutation lets you see the reagents inside someone adjacent.
3. Hypodermic Nails
- Lets you inject people with a 10u total transfer of the reagent mix in your bloodstream while hands aren't covered by gloves.
- Injection has a windup, but is much faster than syringes.
- If no reagents are present, transfer a mix of insolvent medicinal precipitate, Technetium 99, and C1 meds depending on your damage. Costs blood with latter method.
### Engineering-centric positive mutations
1. Particulate Sight (Telescopic eyes x Thermal Revision)
- Examine any tile or gas container from any distance to get gas data from it.
2. Thermal Revision (Thermal vision x Telescopic Eyes)
- Inherent atmospheric thermal goggles.
3. Pattern Hands (Biceps Overdrive x ??)
- Build faster, build speed increases the more you build of the same thing.
4. Strange Resonance (Telepathy x Plasma-DNA Integration)
- Being near the supermatter causes both of you to glow yellow and cause a random, decided on-mutate effect on the supermatter and you.
### Service-centric positive mutations
1. Ethanol Cell Redistribution
- Increases damage resist based on drunkenness. Does not help with the effects of inebriation.
2. Green Thumb
- One arm becomes a plant arm, which has faster windups with plant based equipment and can 'bless' trays, making their inside green and bolstering all stats permanently, at the cost of large cellular damage on the arm. Too much causes it to fall off!
3. Flower Power
- Slowly grow a flower on your head! Prevents wearing things on helmet slot, but the flower passively buffs all trays and plant based life nearby, growing stronger as it grows until it pops out of your head and becomes a tasty and healthy snack. Then the process begins anew. Can manually prune the flower, which lets you wear something for a few minutes. Very painful.
Podpeople can get the latter two mutations (and maybe other fitting ones) randomly depending on replica pod instability.
4. Projectile Cleaning
- Vomit a random chemical that could be space lube, space cleaner, or water depending on randomness, genetic stability, and player intent.
### Cargo-centric positive mutations
1. Steel arms (Biceps Overdrive x ??)
- Can fireman carry two things at once, and crates (and mineral boxes) as well, with a remarkably shorter windup. Punches send targets flying one tile away. Can't use sutures anymore, must use welding tools or chems. Mesh still works. (Not an actual prosthetic)
- Does NOT give chunky fingers!!
2. Market-Mineral Connection (Telescopic eyes x Antenna)
- Can see $ icon above items that can be sold. More $ above more expensive items. Grow an antenna that takes your radio slot. (Can be turned to one particular department)
- See all minerals inside rocks.
3. Pressure Point Tumor (Telescopic eyes x Telepathy)
- Dug-out ores give significantly more ore.
- Can do the Vulcan Neck Pinch on people: Passive grab, right click on target while aiming for the mouth. Knocks them out after 1-2 seconds for 4-6 seconds.
4. Low pressure adaptation (Pressure Adaptation x Pressure Point Tumor)
- Low pressure immunity, low-pres environments passively buff almost all your stats. High pressure areas kill you incredibly fast. Normal pressure makes you feel uncomfortable (mood debuff)
5. Reflex Overdrive
- Catch anything thrown at you. If throw mode is on, you will drop your in-hand item to catch it.
- Cannot run into chasms.
### Science-centric positive mutations:
1. Oil Glands
- Can spit on mechanical objects and mobs to lubricate them, increasing speed in whatever way is applicable. Fabricators fabricate quicker, mechs and cyborgs are faster. Augmented people get faster as well depending on what limb is augmented. (Legs give speed, arms faster windups) Lasts 2 minutes, 2 minute cooldown.
- Hitting the ground creates a slippery oil puddle.
2. Lube Glands (Oil Glands x Projectile Cleaning)
- As above, but slips whatever it hits as well. Lubed targets cause others to slip on bump contact.
- Hitting the ground coats it with space lube.
3. Slimelink (Telepathy x Gelchialis Evolution)
- Slimes around you reproduce and consume faster and are generally more active. Also means they might be more aggressive.
- Can focus the effect in a 4x4 area at the cost of disabling the passive ability for a minute.
- Effects doubled if slimeperson.
4. Plasma-DNA Integration
- Become a special type of Plasmaman.
- Plasma in an area around you is excited, making it 'less inert', easing temperature changes, reactions, and increasing any special effects such as fire damage, tox damage, explosion strength.
- Effect is tied to the heart.
- Effects doubled if you were a plasmaman beforehand.
- Effects work with 33% effectiveness with tritium.
5. Transmittor Antenna (Market-Mineral Connection x Slimelink)
- Replaces ear slot with an antenna that automatically transmits brain data to the nearest R&D server. Effect is increased by these variables:
- How much brain damage you have (More is better)
- How valuable your species is (Lizards little, monkeys some, plasmamen a bunch, exotic species a fuckton)
- How different your body makeup is from baseline (Weirder is better, prosthetics and implants give halved bonus)
- If you're sapient and aware or not. (NPCs give 33-50% of the final result. Imagine monkey research farms.)
### Security(combat)-centric positive mutations
1. Pseudopod Retraction (Gelchialis x Biceps Overdrive)
- Grow a (retractable?) tentacle that works exactly like the changeling one. Limb it's on is significantly weaker to wounds and delimbs.
2. Internal Coagulation
- You no longer lose blood from wounds - instead, blood you lose accumulates inside you until you manually expel it from your mouth, while still contributing to your body. The more blood inside before you expel it, the worse the side effects.
3. Advanced Torticollis
- You are immune to decapitation. Gain a constant moderate mood debuff from neck contracture.
- (keep HARS)
4. Henrietta Syndrome
- Your body never truly dies. Until your torso is utterly destroyed or head detached, you are still capable of staying conscious, though still incapacitated, and processing chemicals. Does not prevent an assailant from removing every limb and organ you have and throwing you into space. Noticeably increased vulnerability to damage.
5. Oval Bodytype
- Slightly increased damage resistance. Stuns are converted into knockdowns, but knockdowns are thrice as long. Become fat, permanently, and have a transform matrix applied so your chest is wide.
- Ingesting or recieving mint in any way inmediately causes a moderately-sized explosion in your location, alongside gibbing you.
- Donuts act like suture/mesh unless aimed at mouth, whereupon eating them gives a powerful healing boost.
- Hair turns blue.