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This Mutation costs 4 Mutation Points.

DescriptionEdit

You regulate your body's release of adrenaline.

At Level 1: Edit

  • +5 quickness
  • You can increase your body's adrenaline flow by up to 5 grades.
  • Each grade gives you an extra +10 quickness and +3% chance per round to exhaust yourself. When you exhaust yourself, you lose your adrenaline bonus and fall asleep 5 rounds later. You stay asleep for 5 rounds.
  • Increasing and decreasing your adrenaline flow are free actions.

Advancement Edit

Mutation Level Quickness Bonus (per grade) Exhaustion Chance (per grade)
1 +10 3%
2 +11 2.8%
3 +12 2.6%
4 +13 2.4%
5 +14 2.2%
6 +15 2%
7 +16 1.8%
8 +17 1.6%
9 +18 1.4%
10 +19 1.2%

AdvantagesEdit

  • The major advantage of increased quickness allows you to take more actions per turn than your enemies. This enables you to run away, heal, and attack more often.
  • Increasing or decreasing adrenaline is a free action.
  • Increased quickness means buffs like berserk and tonics last longer than it should due to the increased amount of action you can take in a turn.
  • Synergizes well with Temporal Fugue, since you can let your clones take the risk of exhaustion for you instead.

DisadvantagesEdit

  • The Mutation costs 4 points.
  • When you are exhausted you cannot take any actions until recovered, leaving you vulnerable.
Mutations t
Morphotypes> Chimera - Esper - Unstable Genome
Physical Mutations> Adrenal Control - Bilge Sphincter - Burrowing Claws - Carapace - Carnivorous - Corrosive Gas Generation - Double-muscled - Electrical Generation - Electromagnetic Pulse - Flaming Hands - Freezing Hands - Heightened Hearing - Heightened Quickness - Horns - Metamorphosis - Multiple Arms - Multiple Legs - Night Vision - Phasing - Photosynthetic Skin - Quills - Regeneration - Sleep Gas Generation - Slime Glands - Spinnerets - Stingers (Confusing - Paralyzing - Poisoning) - Thick Fur - Triple-jointed - Two-headed - Two-hearted - Wings
Physical Defects> Albino - Amphibious - Analgesia - Beak - Cold Blooded - Brittle Bones - Electromagnetic Impulse - Hemophillia - Hooks For Feet - Myopia - Spontaneous Combustion
Mental Mutations> Beguiling - Burgeoning - Clairvoyance - Confusion - Cryokinesis - Domination - Disintegration - Ego Projection - Force Bubble - Force Wall - Kindle - Light Manipulation - Mass Mind - Mental Mirror - Precognition - Psychometry - Pyrokinesis - Sense Psychic - Space-Time Vortex - Stunning Force - Sunder Mind - Syphon Vim - Telepathy - Teleportation - Teleport Other - Time Dilation - Temporal Fugue
Mental Defects> Amnesia - Blinking Tic - Evil Twin - Narcolepsy - Pack Rat - Socially Repugnant - Unwelcome Germination
Related Info Psychic Glimmer - Mutated Human