Mutations

Mutations

Most races have little to no mutation ability. The higher the points of mutation a character has, the better chance they have of surviving a mutation. Some mutations are from birth and those are usually the most powerful. Mutations that happen in game play will have a mutation number on them. If the player does not have at least 1 more than the mutation count, they will take that damage equivilent to 1/2 the amount of mutation on the card they were hit with. If they do have enough, they will mutated in the way of the mutation. These mutations can be stopped or even reversed if purged in time, but they must be purged within 1 day (or if Monster Deck, before the end of the game) or they will become permanent to the character.

Mutation Icons

The main icon for Mutation is the one above, but each of the cards will have a number in them like the ones below. Each number represents a different level of mutation and how powerful the mutation can become. Those with mutations can either have a great time or a hideous time depending on their society.

With the right cards a player can raise their natural mutation points, but it costs a lot of Training to get there. (It is 20,000xLvl. of Training per point of Mutation. Reaching level 5 from level 4 would be 100,000 Training. Reaching level 3 from 1 would be 20,000 x lvl.2 = 40,000 + 10,000 x lvl. 3 = 60,000. This would result in needed 100,000 Training to move up the two levels. 

A mutation card will indicate what level it is and how much mutation it will deal. Those cards will actually mutate the victim the moment that they are hit with the mutation, but the control of the mutation will vary as per how much mutation the victim can take. Thus a player that is hit with a mutation that is 5 or higher and has a 3 on mutation will not be able to control the mutation and will take damage every time they use the mutation. (To find out how much they take, use the mutation of the card, which was 5 and subtract the mutation of the victim, which was 3. So 500 – 250 leaves 250 pts. of which is then divided by 4 and rounded up. So, in this case, it would be 63 pts. of damage per use. Use mutations carefully.)

These mutations are minimal. Most people with a mutation of this level are given a different color eye, or slightly above average hearing, sight, etc. The mutation will often be overlooked or even unknown completely by the mutated and th society around them. 

This mutation take 100 pts. of mutation.

Only slightly higher than that of the the first level, these would be people that are born with a third eye, third nipple, etc. They can have some above average traits that are linked to the mutation but for the most part they have very little in the way of true power from their mutation.

This mutation take 150 pts. of mutation.

This level is where the mutations become much harder to hide. This would be the person with the ability to see great distances, have feelings through their bodies that tell when danger is near, are so agile that they can do a flip on a tight rope without trying and land it perfectly.

Most of these mutants are persecuted within societies that are that way.

This mutation take 250 pts. of mutation.

These mutations are ones that truly show in the every day. Four Arms, Great Speeds, massive durability, etc. The mutated can rarely hide their mutations n polite society due to the excessive abilities that they have.

This mutation take 300 pts. of mutation.

This is where the raw power comes into the mutation. The entire body is mutated rather than just single areas. The mutant can use fire that engulfs their entire body, they can turn invisible, they can alter their own scent to mask and smell like others, etc. 

These mutants are sought after by adventurers but shunned by many societies.

This mutation take 500 pts. of mutation.

These are unhidable abilities. They are covered with rock, fur, etc. or their bodies are constantly crackling with power or they have a distinct different coloration to the skin. These mutants are often hunted as they are greatly feared by many societies. This is where the raw power becomes overpowering with mutants that can take on Master level Ranks at the beginning of the game.

This mutation take 1000 pts. of mutation.

Mutants of this level are considered demi-gods and are extremely powerful. This can be beings that can destroy or create on a level equal to minor gods. These mutants are often attacked by Gods to remove them before they become powerful enough to take the Gods on. 

This mutation take 2000 pts. of mutation.