Genetic Knockout
This edge allows the Genomancer to repress mutations or aberrations in the target's genome.
To do so, the Genomancer must sting a target living being with his Genomic Spur.
Spend 2 EP and Roll Smarts & Attunement.
To do so, the Genomancer must sting a target living being with his Genomic Spur.
Spend 2 EP and Roll Smarts & Attunement.
- Critical Failure: The repression doesn't work, and the GM chooses one:
- You enter Attunement trance involuntarily, you can only exit if interrupted.
- Your Genomic Spur - 3 gets damaged, but it will heal in a week, if you try to use it before, you'll break it for sure.
- If you intended to repress a mutation, you repress an aberration instead, the GM chooses.
- If you intended to repress an aberration, you repress a mutation instead, the GM chooses.
- It takes a lot of effort, you get 2 levels of Fatigue
- It takes a lot of effort, spend 2 EP.
- Failure: The repression doesn't work.
- Partial Success: The repression works (see Success), but the GM can also choose one from below:
- If you intended to repress a mutation, the GM chooses another mutation from the target's genome to be repressed.
- If you intended to repress an aberration, the GM also chooses a mutation from the target's genome to be repressed.
- You enter trance involuntarily, as in Genomic Attunement, you can only exit if interrupted.
- It takes a lot of effort, you spend 2 EP.
- Your Genomic Spur - 3 gets damaged, but it will heal in a week, if you try to use it before, you'll break it for sure.
- Success: Knockout takes place - You can choose a mutation or aberration among the ones in the target's genome, and repress it. The modification propagates and expresses itself as intended, in a process taking 6 painful turns. The targets suffers 1 level of Fatigue.
- Raise: Each raise can be used to reduce the number of turns, or the Fatigue levels inflicted to the target.
- See Genomic Spur - 3.
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