Mutation Guidelines
Last Updated: May 18th, 2002 00:49 EST
Description: Mutate allows genetic changes to be introduced into the
target. The changes are purely physical and do not allow for the
addition or modification of any learned skill/spell/memory (though "instinct"
can be modified and that's a very grey area). The magic
of the mutate forces the change to manifest itself almost immediately.
If a target undergoes a mutate for which it does not have sufficient
experience points available then the HEA stat of the target will be
decreased in order to gain the requisite experience points. The normal
method is to cast a mutate and then pick the trait/ability from the
"creature abilities" and pay the required experience points for the
trait/ability. A lot of physical modifications do not require experience
points as they do not grant traits or abilities.
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Question: Can I mutate traits/abilities away from a target? If so,
where do the experience points go?
Answer: Yes, you can mutate away traits and abilities assuming
that they are physical in nature (i.e. part of the body). If those traits
are a natural part of the target (i.e. it is their original body and
they were either born with the traits or used a mutate to gain them)
then the experience points go back to the target to use as he/she wishes.
However if the traits are _NOT_ a natural part of the target (body
swapped into a body with the trait, cursed/blessed with the trait,
etc...) then the trait can be mutated away, however the experience
points must immediately be used to gain some other physical trait
(another mutate or physical stats). Any experience points not immediately
used are lost.
Rationale: The purpose behind handling things in this manner is
to circumvent the creation of an "eep engine" (a way to generate experience
points). Experience points are an artificial mechanism and there should not
be an in game method of generating them. The ability to mutate abilities
away, get the eeps and then body swap into the next gargoyle/whale/whatever
would allow the creation of such an engine if the experience points were
allowed to move with the soul. By forcing them to be reinvested in the body
we keep such an engine from being created. And it also just makes more sense
this way. Mutates are about the body after all.
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Question: Can I mutate in weaknesses such as Inferior Stats? If
so, do I get the experience points for doing so?
Answer: The short answer is Yes. You can mutate in the weaknesses.
You do gain experience points for doing so but these experiences must
immediately be used to gain some other physical trait (see previous question).
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Question: Can I mutate away a weakness such as Inferior Stats?
Answer: Yes. Just pay the required experience points. For
instance if the weakness is listed as costing -3000 experience points
you would need to pay 3000 experience points to offset the weakness.
When you do so the weakness will be mutated away.
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Question: Does mutating wings mean I can fly?
Answer: A lot of physical abilities can be mutated for no
experience points. You can mutate wings for no experience points.
However you cannot fly. On the other hand, since you naturally have
wings you may now start buying up a "flying skill" at triple (since
you weren't born with wings it would cost triple). This lets you go
into it more slowly and gives you a skill that you can keep even if
your wings are mutated away or you body swap to some other winged
creature. If you mutate in "Flying" at a rank then you not only gain
some method of flight (wings, helium producing organs, whatever) but
the instinct to use that flight properly. That's why it costs experience
points. The basic rule of thumb is: If its decorative then its probably
free. However if it conveys any ability or advantage then it probably
costs experience points some how.
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Question: Instinct? What does that cost and what kind of
instincts can you give people?
Answer: When you pay experience points for a creature ability
then you also gain the ability to USE that ability. That's what
separates a winged human from some guy who has wings. If you just go
out and get wings you won't know how to use them. If you have been
mutated for "flight" then you naturally know how to use your means of
flight (e.g. wings). If your mutated for Death Venom then your body
just knows when to use it and when not and you don't go around dripping
venom from your teeth (or nails, or whatever).
There are some other types
of instinct such as "fly south for the winter" or "land on my feet". If they
are not listed as creature abilities then a GM should decide if its a
positive or negative survival trait and assign eeps accordingly. For instance:
Landing on your feet is good so a GM might say it'll cost you 300 eeps. On
the other hand "sexually attracted to fire" is bad and may cost -300 eeps.
It should be noted that creatures that are born with these abilities may
not have ratings that total up correctly. Just like movement isn't calculated
into the rating for adventurers usually.
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Question: How can I tell what's free and what costs experience
points?
Answer: The basic rule of thumb is: If its decorative then its
probably free. However if it conveys any ability or advantage then it
probably costs experience points in some manner. This is a common
theme through out the game: TANSTAFL (There Ain't No Such Think As A Free Lunch).
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Question: Does it take more than one change to grow a set of wings?
Answer: No. One Change is enough for a set of wings.
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Question: So how much can you accomplish as a single change?
Answer: This should be obvious but it does need a bit of clarity. To
go from being a lizard to being a lizard with wings is one change. To go
from being a lizard to being a stone giant requires a huge number of physical
changes (skin type, size, remove a bunch of lizard traits (one change each),
etc...). Any single physical change counts as one change.
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Question: So what about ranked abilities? Can I get 10 ranks with
one change?
Answer: The mutate spell allows for one change and then one
additional change for every two finesses. This allows for a maximum
of three changes for a fully finessed mutate. For each change you can
get up to 5000 experience points (or 1 rank whichever is greater) worth
of any single ranked ability.
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Question: So if I can spend 5000 experience points per change, then
can I mix and match abilities that total up to 5000 and get them all as one
change?
Answer: No. Only one ability per change.