Mutations
Mutations are rare defects that change how one looks and functions.
A large horn from the forehead. Improves frontal-ram damage by 300%, but trying to put on certain headwear can destroy that headwear, along with susceptibility to falling over when going under low overhangs.
A small build. Body size is reduced by 25%, speed and reload are improved proportionally. Reduces health by 25% and makes them susceptible to being crushed, even by allies.
A small horn from the forehead. Improves frontal-ram damage by 100%, but restricts headwear usage and entering small spaces.
A tiny build. Body size is reduced by 50%, speed and reload are improved proportionally. Reduces health by 50% and makes them susceptible to being stepped on and getting Flattened, even by allies. Also makes them unable to use items larger than them.
Tusks jut out constantly. Improves bite power by 400%, and allows taking four bites in one. Inhibits communication skills, making familiars unable to undstand and sometimes ignore them. Also makes front-attacks deal 30% more damage, as well as have a 10% higher chance to deal critical damage.
Fangs poke out constantly. Improves bite power by 200%, and allows taking two bites in one. Inhibits some communication skills, and makes familiars sometimes unable to understand. Also makes front-attacks deal 10% more damage.
Some fat under the skin. Improves max HPs by 33%, but reduces movement speed by 20%, and projectile speed by 10%. Also causes burning to last 33% longer.
Lots of fat under the skin. Improves max HPs by 66%, but reduces movement speed by 40% and projectile speed by 10%. Also causes burning to last 66% longer.
A large green fluid sack on the front. Makes all attacks have a 50% to deal 1 extra damage after 3 seconds once they strike. Makes them unable to eat most foods except acidic foods, even then they only give 50% the recovery they would normally.
A green fluid sack on the front. Makes all attacks have a 10% to deal 1 extra damage after 5 seconds once they strike. Makes them unable to eat processed foods, and only gain 80% the recovery from natural foods.
A big build. Body size is increased by 25%, power and health are improved proportionally. Reduces speed by 25% and doesnt allow them to wear any small items.
A huge build. Body size is increased by 50%, power and health are improved proportionally. Reduces speed by 50% and doesnt allow them to wear any items smaller than large. Also makes them have a 10% to destroy any things they try to use instead of using them correctly.
A large cyan fluid sack on the front. Makes all attacks slow down whomever struck by 5% for 10 seconds. Makes them unable to stay still for longer than 30 seconds, or else theyll become Frozen. Also makes them unable to be near hot objects, at the risk of their fluid sack rupturing and freezing everything in a large radius, including themselves and allies.
A cyan fluid sack on the front. Makes all attacks have a 50% to slow down whomever struck by 5% for 3 seconds. Makes them unable to be still for too long, or else their speed will begin to reduce by up to 50% and take a while to get back up.
A darkened skin complexion. Resistant to immune-based statuses and radiation-based attacks. Susceptible to oveheating in hot enviroments.
A deeply darkened skin complexion. Resistant to immune-based statuses and radiation-based attacks, while also reducing their effectiveness by 50%. Susceptible to oveheating in hot enviroments and getting burned.
A lightened skin complexion. Increased visibility at night to allies. Susceptible to freezing in cold enviroments.
A greatly lightened skin complexion. Increased visibility at night to allies, while also reducing incoming light-based attack effectiveness by 50%. Susceptible to freezing in cold enviroments and getting frozen.
A dark facial marking. Makes them unable to hold heirloom items, and makes them immune to the effects of gifted individuals, even allies.
A red marking on the back. Makes all attacks home in on the closest foe, but deal 50% less damage.