
Question: What About Mutations?
Please give us more insight on how mutations will work. Even a vague hint of the powers our characters can have would be nice.
Since people are asking, we'll give out some information on mutations, but not everything.
There are many aspects of the game that people would love to hear about (player organizations, player housing, etc.) that are not finalized, and we're not going to tell you the world is going to work one way only to find out it's going to have to work another due to technology, game design issues, etc. What it comes down to is we'd rather be called stingy than liars. That said...
Mutations are organized into one of ten mutation paths. These are specific types of mutations players can develop over time that each have a unifying idea. Each path grants activatable powers that are gained by using mutation injectors containing specific genetic information and chemicals. Each faction favors certain mutation paths and offers the means to develop them, but players can also make their own through the Genetics skill, or get them from neutral sources.
Players must invest APs in each mutation path to get more advanced abilities. Each path is governed by two attributes that limit how high the player can advance in that skill, so the player must raise those two attributes to advance a mutation path to its highest levels. All mutation paths have Willpower as one of their two attributes.
Activating a mutation ability requires bio-energy (previously called gamma), and the amount you have is determined by your Willpower and Intelligence. If a mutation has a duration, such as temporarily boosting your healing rate, it will normally drain bio-energy over time, rather than having a one-time cost. Bio-energy can be restored through rest or using certain items produced by the Genetics tradeskill.
Some examples of the mutation paths:
Patho-Transmission: Favored by the CHOTA, this mutation path turns the mutant into a walking plague vector. The mutant's body becomes infested with plagues and viruses that the mutant can inflict upon their foes. It's not a very pleasant mutation path to use. Patho-Transmission is an almost entirely offensive mutation path.
Telepathy: Favored by the Lightbearers, this mutation path allows the user to influence the minds of others. The mutant can force others to like him, distract opponents, and even tear at the minds of his enemies.
Suppression: The only path favored by the Enforcers, Suppression stops other mutants from using their powers. It has few powers that are useful against non-mutants, but it is devastating against mutants.
Nano-Manipulation: Favored by the Techs, this strange mutation alters the bio-electric field so the mutant can control nanites left on the body after the cloning process. Mutants with this path can direct the nanites to heal them, strengthen their armor, and even resuscitate others.
Mutations are not designed to be a primary combat style. Players won't be able to just wander around the wasteland and fight all their battles purely through mutations. Instead, they are support abilities. For example, you may use Patho-Transmission to weaken a creature, or use Telepathy to distract someone, but you will be doing so to make your other attacks easier, as opposed to killing the creature with mutations alone.
Other facets of mutations are still being developed.
That's it for this week folks! Enjoy!
-Mycroft





