Guide to genetics: Difference between revisions

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→‎Mutations and their consequences: The long awaited edit, I'll change the rest of the page too.
imported>Kraso
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imported>Musculus
(→‎Mutations and their consequences: The long awaited edit, I'll change the rest of the page too.)
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=== Mutations and their consequences ===
=== Mutations and their consequences ===


Before we start splicing, you must know which blocks control what.<br/>
Before we start splicing, you must know what mutations can happen. Mutations could previously be present only on a certain type of blocks (species on block 14, disabilities on odd blocks, etc.). The latest update removed this somewhat reliable correlation: now '''ANY block can bring ANY mutation''' at random, exactly like the wires when you have to hack something. For example, the Hulk block can be the first block during a round, but the fourteenth, or the third, ... on the next round. Mutations can be approximately sorted in three categories.<br/>
- <font color=#FF0000>Blocks 1, 3, 5, 7 and 9</font> are '''ALL''' disabilities. These are minor disabilities, and can be discovered easily. These range from Tourette's Syndrome (swearing constantly) to Seizuring. Keep all these blocks BELOW 8xx before attempting to inject these SEs in someone.<br/>
- <font color=#FF0000>Minor</font> mutations, that are all minor disabilities. When you make a cake, lumps will appear in the paste if you're not cautious ; when you're tinkering with DNA, you can way too quickly turn any space hero into a swearing, seizuring sad shadow of himself. Will only happen if the block gets higher than 8xx, so check "clean" SEs for blocks above that value. <br/>
- <font color=#FF0000>Blocks 2, 4, 6, 8, 10, 11, 12 and 13</font> contain four powers and four disabilities. These are a bit more work, which I'll explain in a bit.<br/>
- <font color=#FF0000>Major</font> mutations, with four powers and four disabilities. These are a bit more work, which I'll explain in a bit.<br/>
- <font color=#FF0000>Block 14</font>, as said before, governs the race of the subject. Keep it below 800 for human, and above 800 for monkey.
- <font color=#FF0000>Species</font> mutations, as said before, governs the race of the subject. Keep it below 800 for human, and above 800 for monkey. Very easy to identifiy: look at a monkey's DNA, it's the only block higher than 800.


Let's get started on what the odd blocks (1, 3, 5, 7 and 9) do. Remember, '''keep ALL of these below 800'''.<br/>
Let's check the minor mutations first. As said before, the block will only manifest itself (that is to say making the subject swearing, coughing, etc) if its value is superior to 800. <br/>
<font color=#FF0000>Block 1</font> is nearsightedness. That means your screen goes hazy at about halfway from the edge of the screen. It's not THAT bad, and can be temporarily fixed by using prescription glasses.<br/>
<font color=#FF0000>Nearsightedness</font>. That means your screen goes hazy at about halfway from the edge of the screen. It's not THAT bad, and can be temporarily fixed by using prescription glasses.<br/>
<font color=#FF0000>Block 3</font> is seizures. They make you fall down and keep shaking all the time. They're horrible, and there's no easy cure short of fixing the block.<br/>
<font color=#FF0000>Seizures</font>. They make you fall down and keep shaking all the time. They're horrible, and there's no easy cure short of fixing the block.<br/>
<font color=#FF0000>Block 5</font> is coughing. It makes you drop small items you're holding, like syringes. Pretty harmless, but has potential to be annyoing.<br/>
<font color=#FF0000>Coughing</font>. It makes you drop small items you're holding, like syringes. Pretty harmless, but has potential to be annyoing.<br/>
<font color=#FF0000>Block 7</font> is Tourette's Syndrome. Swear all the time. You also may also experience paralysis, and that takes even longer than the seizures. Avoid.<br/>
<font color=#FF0000>Tourette's Syndrome</font>. Swear all the time. You also may also experience paralysis, and that takes even longer than the seizures. Avoid.<br/>
<font color=#FF0000>Block 9</font> is nervousness. It makes you stammer. Annoying at best.
<font color=#FF0000>Nervousness</font>. It makes you stammer. Annoying at best.


The other blocks, bar 14, contain four powers and four serious disabilities. They are:<br/>
Major mutations are trickier to get. While going above 800 is enough to get a minor mutation, those ones have more specific, higher block values that are needed to appear. Worst of all, they can even not manifest themselves immediately on a subject, who will need several DNA injections to finally mutate. They are:<br/>
<font color=#0000FF>'''Superpower: Telekinesis'''</font> - This power allows you to control things with your mind, from far away. It is the most sought after power, since it allows for incredible deeds, and makes a strong robuster nearly immortal. It is easy to spot, because it creates a blue "blob" around the person's head. You will know you have Telekinesis if you get the "You feel smarter" message. Requires a block of '''DAC''' or higher to manifest.<br/>
<font color=#0000FF>'''Superpower: Telekinesis'''</font> - This power allows you to control things with your mind, from far away. It is the most sought after power, since it allows for incredible deeds, and makes a strong robuster nearly immortal. It is easy to spot, because it creates a blue "blob" around the person's head. You will know you have Telekinesis if you get the "You feel smarter" message. Requires a block of '''DAC''' or higher to manifest.<br/>
<font color=#0000FF>'''Superpower: Hulk'''</font> - This is pretty obvious. You become extremely strong, enough to punch through reinforced walls. You can also make people fly pretty far with those punches. It is easily spotted, because you, obviously, become green. The indicator is a "Your muscles ache!" message. Requires a block of '''DAC''' or higher to manifest.<br/>
<font color=#0000FF>'''Superpower: Hulk'''</font> - This is pretty obvious. You become extremely strong, enough to punch through reinforced walls. You can also make people fly pretty far with those punches. It is easily spotted, because you, obviously, become green. The indicator is a "Your muscles ache!" message. Requires a block of '''DAC''' or higher to manifest.<br/>
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This covers the powers. Now, the bad stuff - Disabilities! These, much like the other disabilities, will manifest if the block is over '''800''' (Note: Still checking on that. If anyone knows where I can find Genetics stuff on the code, let me know).
This covers the powers. Now, the bad stuff - Disabilities! These, much like the other disabilities, will manifest if the block is over '''800''' (Note: Still checking on that. If anyone knows where I can find Genetics stuff on the code, let me know).
<font color=#FF0000><br/>
<font color=#FF0000><br/>
Disability:Blindness</font> - The most serious of disabilities. You go completely blind. The screen goes dark, and you can't interact with ANYTHING. You're pretty much helpless, you can't even apply clean SE's on yourself. Be VERY careful here. The message you get is "You can't see!" or something to that effect.
Disability:Blindness</font> - The most serious of disabilities. You go completely blind. The screen goes dark, and you can't interact with ANYTHING. You're pretty much helpless, you can't even apply clean SE's on yourself. Be VERY careful here. The message you get is "You can't see!" or something to that effect. Detectable by using your penlight on the subject's eyes.
<font color=#FF0000><br/>
<font color=#FF0000><br/>
Disability:Deafness</font> - Harmless at best, annoying at worst. Really, very easy to cure. You just don't hear anything, not even yourself. No problem - a simple application of a clean SE injection will fix you right up. The message is "It's quiet...".
Disability:Deafness</font> - Harmless at best, annoying at worst. Really, very easy to cure. You just don't hear anything, not even yourself. No problem - a simple application of a clean SE injection will fix you right up. The message is "It's quiet...".
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