Difference between revisions of "Guide to Genetics"

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[[File:GeneTekStart.png|frame|right|Here we go, time to make superheroes!]]
[[File:GeneTek Console v2.01.png|frame|right|GeneTek Console]]


[[Geneticist]]s have access to "GeneTek" consoles and scanners. These devices can, with enough patience, reward you with superpowers, crippling disabilities, or just amusing mutations.
[[Geneticist]]s have access to GeneTek consoles and scanners. These devices can, with enough patience, reward you with superpowers, crippling disabilities, or just amusing Mutations.


==The GeneTek Console==
==GeneTek Console==
When you initially open up the console, you'll see just one link to click on:
* '''Research Menu''' - Has pages that show possible research, research that is currently taking place, finished research, DNA Samples of all the crew, and other things.


While you can do plenty with the Research Menu, you can do plenty more by inserting a person into the scanner. To insert someone into the GeneTek scanner, you can either 1)  click on them Grab intent and click on the scanner or 2) click on their sprite and drag and drop it onto the scanner sprite. When the scanner is occupied, the GeneTek console menu will show a few more options to click through in addition to the Research Menu:
[[File:DNAConsole.png|64px]] [[File:CloningMachineScannerOffV2-32x32.gif|64px]]
* '''Potential''' - Where you go to mess with DNA and activate mutations. You'll do most of the genetics work here.
* '''Mutations''' - Lists activated mutations of subject.
* '''Body''' - Where you go to mess with the occupant's body form.


In addition to this, the console will show you the occupant's health and [[#Stability|genetic stability]]. It is important to keep an eye on both of these attributes, as there is a finite amount of air in the scanner, and low stability can have detrimental effects. If you need to get the occupant out, right click on the scanner and choose ''Eject Occupant''. You can also click-drag the scanner sprite onto the floor.
GeneTek console and GeneTek scanner are machines that help Geneticists activate [[Guide to Genetics#Mutations|Mutations]]. Click the GeneTek console to start.


===Icons===
===Research Menu===
There's also various little icons for Important Things You Should Be Aware Of:


The printer icon at the bottom left is used to print out the current page onto a piece of paper, if you want to do that for some reason. Maybe you could label it CLOWN WEAKNESSES and auction it off for 1000 credits or something.
When you click '''Research''' the GeneTek console will show:
* '''Statistics''' - Shows amount of [[Guide to Genetics#Research Materials|Research Materials]] you have, number of Mutations researched, number of [[Guide to Genetics#Mutation Storage|Stored Mutations]] (if you have the requisite upgrade), and amount of Auto-Decryptors for [[Guide to Genetics#Unlocking locked base pairs|unlocking locked base pairs]]
* '''Purchase Additional Materials''' - Where you buy [[Guide to Genetics#Research Materials|Research Materials]] using the Research Budget, strategically placed next to the Statistics scanner. You specify how many you're buying through a dial, and the game shows you how much it'll cost, how much money is currently in the Research Budget, and how much will be leftover in said budget after the purchase. Pro-tip: you can click the dial to enter an exact amount.
* '''Available Research''' - Shows [[Guide to Genetics#Research|Research]].
* '''Finished Research''' - Lists finished Research.


[[File:Research Time.png]]
===Storage===
This is the number of seconds you must wait until a piece of tracked research is completed.


[[File:DNA Injector Icon.png]]
When you click '''Storage''', you will see the following elements:
This is the number of seconds you must wait until a DNA Activator or [[Guide to Genetics#DNA Injectors|DNA Injector]] (if you brought upgrade) can be created. Injectors require a longer pause than Activators.


Once you've brought and completed certain [[Guide to Genetics#Research|upgrades]], you'll see a few new indicators.
* '''Stored Mutations''' - Shows [[Guide to Genetics#Mutation Storage|'''Stored Mutations''']], if unlocked.
* '''Stored Chromosomes''' - Shows stored [[Guide to Genetics#Chromosomes|Chromosomes]].
* '''DNA Samples''' - Click ''View Record'' to see the [[Guide to Genetics#Potential|Potential]] of a crew mate. The strings of letters and numbers next to each person's name are [[Detective#Blood DNA|blood DNA strings]], which Security sometimes uses to conduct forensics.  


[[File:Reclaimer Cooldown.png]]
===Equipment Cooldowns===
This is the number of seconds you must wait until the [[Guide to Genetics#DNA Reclaimer|DNA Reclaimer]] can be used.


[[File:Emitter Cooldown.png]]
After the GeneTek console is upgraded through [[Guide to Genetics#Research|Research]] it will show:
This is the number of seconds you must wait until the [[Guide to Genetics#Radiation Emitters|Radiation Emitters]] can be used.
* '''Analyzer''' - [[Guide to Genetics#Gene Sequence Checker|Gene Sequence Checker]] cooldown.
* '''Emitter''' - [[Guide to Genetics#Radiation Emitters|Radiation Emitters]] cooldown.
* '''Reclaimer''' - [[Guide to Genetics#DNA Reclaimer|DNA Reclaimer]] cooldown.
* '''Activators/Injectors''' - [[Guide to Genetics#DNA Activators|DNA Activator]] or [[Guide to Genetics#Injectors|DNA Injector]] creation cooldown. Injectors have twice the cooldown of Activators!


[[File:Analyzer Cooldown.png]]
All cooldowns are measured in seconds.
This is the number of seconds you must wait until the [[Guide to Genetics#Gene Sequence Checker|Gene Sequence Checker]] can be used.
 
===Scanner Occupant===
 
When the GeneTek scanner is occupied, the GeneTek console:
* '''Health''' - Shows occupant's health.
* '''Stability''' - Shows occupant's [[Guide to Genetics#Stability|Stability]].
* '''Potential''' - Where you [[Guide to Genetics#Radiation Emitters|''Scramble DNA'']] and view, research, sequence, activate and reclaim Mutations.
* '''Mutations''' - Lists occupant's activate Mutations.
* '''Appearance''' - Change occupant's skin tone, eye color and top, middle and bottom details.
* '''Body''' - Change occupant's [[Guide to Genetics#Body Type Mutations|Body Type Mutations]].
 
To insert an occupant, either:
* Click them with {{Grab}} intent and click on the GeneTek scanner.
* Drag and drop their sprite onto the GeneTek scanner sprite.
 
To eject an occupant, either:
* Right click on the GeneTek scanner and choose ''Eject Occupant''.
* Drag and drop the GeneTek scanner sprite onto the floor.
 
To lock an occupant inside the GeneTek scanner right click on the GeneTek scanner and choose ''Scanner Lock''. The occupant can sometimes break out by flipping ({{key|R}}). To unlock the GeneTek scanner click ''Scanner Lock'' again.
 
There is a finite amount of air in the GeneTek scanner, so it is possible but unlikely for occupants to suffocate.
====Radiation Emitters====
Re-roll the pool of all Mutations of an occupant. This will cause severe radiation poisoning that will have to be treated. This can not be used on dead organisms and has a cooldown time of three minutes. You use these by clicking the ''Scramble DNA'' button in the '''Scanner''' tab.
 
==Research Materials==
 
Research Materials are a currency shared by all GeneTek consoles.
 
You gain Research Materials:
* Passively, 1 every few seconds; you can increase the gain up to 3 if you enable ''Advanced Genetic Analysis'' on up to two cloners.
* 40 for putting a ''filled DNA Activator'' into a GeneTek console.
* 1 for every 50 credits spent from the Research Budget through the '''Purchase Additional Materials'''.
 
You spend Research Materials on:
* [[Guide to Genetics#Research|Research]].
* Researching ''Unknown Mutation''s.
* Creating [[Guide to Genetics#Injectors|DNA Injectors]].
* Selling Mutations at the [[Guide to Genetics#Genetics Booth|Gene Booth]].


==Potential==
==Potential==
Mutations are composed of a series of paired blocks, representing some block of genetic code. Each block contains the values G, A, C, T (Guanine, Adenine, Cytosine, and Thymine respectively) or is empty. In each pair of blocks, a G block always links to a C block, and a T block always links to an A block, but the order in which these appear in the block can vary.


Every person (and [[monkey]]) on the station will have a range of ''latent mutations'', also known as their ''potential'', which are mutations with missing blocks buried in the subject's genetic code, incomplete and inactive. Initially, the function and effects of these mutations are unknown and are considered Unknown Mutations. The overarching goal of genetics is to research and activate these latent mutations among the crew.  
[[File:Unknown mutation.png|64px]]
 
Every organism has '''Potential''', ''Unknown Mutation''s, incomplete and inactive. '''Potential''' Mutations are randomized each round, but within a round, they will always be the same, even after death. Only changing identity via [[Chemicals#Stable Mutagen|stable mutagen]] or [[Syndicate Items#DNA Scrambler|DNA Scrambler]] can change it. The overarching goal of genetics is to research and activate '''Potential''' Mutations among the crew.


All of this is done through either the ''Potential'' page, if you've inserted someone into the GeneTek scanner or  the ''View DNA Samples'' page, which is accessed through the ''Research'' page.  
To view a crew member's ''Unknown Mutation''s, you can either:
*Go to '''Storage''', scroll down to "DNA Samples", and click ''View Record'' for a crew member of your choice.
*Insert an occupant into the GeneTek scanner, click the '''Scanner''' tab, and go down to "Potential Genes".
To research an ''Unknown Mutation'' select it and click ''Research required''. After several seconds the research will finish. Each ''Unknown Mutation'' only needs to be researched once. The base cost of researching ''Unknown Mutation'' is 20 Research Materials.


At the ''Potential'' page, you'll find ten squares that form a horizontal strand of DNA (distinct from the smaller, DNA blocks that form a mutation). At roundstart, all these blocks will be greyed out. If you click on one of the greyed out blocks, the console will show that it's an Unknown Mutation, meaning the console doesn't know what it does.
To activate the Mutation either:
* Create a DNA Activator and inject it into the subject.
* Sequence the Mutation and activate it.


Researching them is simple enough.  When you're looking at an Unknown Mutation, simply click on the curiously named ''Research required'' link to have the GeneTek analyze its effects. After around half a minute or so, the square will light up, and you'll get the mutation's name and short, sweet description of what it does. Now, knowing what a latent mutation does when you activate it is one thing, actually activating those mutations is another. There are two main ways of filling in the missing bits and activating the latent mutations:
When you activate the '''Potential''' Mutation of a crew member or player-controlled [[monkey]] you are rewarded with:
* 40 Research Materials.
* 2 auto-decryptors for [[Guide to Genetics#Unlocking locked base pairs|Unlocking locked base pairs]].
* 2-5 random [[Guide to Genetics#Chromosomes|Chromosomes]].
* Reduced [[Guide to Genetics#Research|Research]] and ''Unknown Mutation'' research cost.


#Completing their DNA code.
Activating a Mutation on an NPC human or monkey will not give you the above rewards, though the Mutation will still work as normal.
#Vending a DNA activator.


===Completing the Code===
==DNA Activators==
In this method, you manually add the missing bits to the latent mutation, which the GeneTek represents as a bunch of lettered blocks with empty spaces for you to fill in. Some sections can be figured out immediately, while others need simple guesswork as you go through each possible combination. Once the correct arrangement and combination of blocks is entered, you can then activate the mutation. It will then be removed from ''Potential'' and relocate to the ''Mutations'' section, where all the active mutations are displayed.
[[File:DNAActivatorFilledV3.png|64px]]


There are two advantages to the first method: The correct sequence of blocks will directly be stored in the GeneTek, letting you instantly activate the gene without guessing or waiting for activator creation to cool down, and you can activate the gene without letting the target out of the scanner, which may be beneficial if doing so would result in bodily damage, like that monkey you just made into a fire-breathing crime against nature.
DNA Activators activate organism's '''Potential''' [[Guide to Genetics#Mutations|Mutations]]. You make DNA Activators by clicking the ''Activator'' button, which can be accessed through any of the menus below. You can do this every 20 seconds.
* '''Record''' - Go to '''Storage''', scroll to "DNA Samples", and ''View Record'' for someone, and click on a Mutation.
* '''Scanner''' - If you have someone in the scanner. The ''Activator'' button is in two places.
** '''Potential Genes'''
** '''Active Mutations'''
* '''Mutations'''
* '''Storage''' - Under "Stored Mutations", assuming you have [[Guide to Genetics#Mutation Storage|Mutation Storage]] unlocked.


Within a round, all subjects with a specific mutation will have the exact same combinations and arrangement of DNA blocks required to unlock it. Once you've activated a mutation the slow way once, an ''autocomplete'' button will appear in Potential, letting you instantly activate that mutation on a target in the scanner.
If a DNA Activator activates a crew member's '''Potential''' Mutation the DNA Activator will turn transparent and become a ''filled DNA Activator'' ([[File:DNAActivatorFilledV3.png|32px]]). Click on the GeneTek console with the ''filled DNA Activator'' in your active hand to put it in and receive the rewards. If the DNA Activator did not activate a crew member's '''Potential''' Mutation, you'll get a useless ''expended DNA Activator'' ([[File:ExpendedActivatorV2.png|32px]]).


This also means that if, for example, one human has half the code for Fire Resist and another has the other half, you can simply put the two together to figure out the full code. By clicking on the green vertical line connecting pairs of blocks, you can highlight that pair, which is useful for marking parts of the mutation which haven't been figured out yet.
==Sequencing==


==== Walkthrough - Completing the Code ====
After you Sequence a [[Guide to Genetics#Mutations|Mutation]], you can activate a '''Potential''' Mutation immediately, without cooldown. To Sequence a Mutation you need to find the missing base pairs. You only need to Sequence each Mutation once. Next time you see the same Mutation, an ''Autocomplete'' button will appear. Press it to Sequence the Mutation immediately.
One of the two ways to activate a mutation is to have the subject be in the scanner and fill out the blocks until the correct combination and arrangement of bases is achieved. This section will walk you through this task using a simple example.


Though in this example we've researched the mutation by clicking the ''Research required'' link, you do not have to research a mutation to start filling in the blocks and activating the mutation this way. It is, however, highly recommended that you do. (In the time you complete the code, you'll probably get back the materials anyway. )
Mutations are composed of base pairs. Bases are represented as letters G, A, C or T (Guanine, Adenine, Cytosine or Thymine). Bases always come in pair. G is always paired with C and base T is always paired up with base A.


[[Image:GeneTekPuzzlePart1.png]]
You can only Sequence Mutations of GeneTek scanner occupants.


Start off by filling up any half-filled pairs. A goes with T, G goes with C.
===Walkthrough - Sequencing Mutations===
----
[[Image:GeneTekPuzzlePart2.png]]


Next, start working on the unfilled pairs. CG is different from GC, and AT is different from TA, so each unfilled pair has four different possible arrangements. Luckily, there's only one unfilled pair here, so in total, there are four different combinations we need to try. Let's start with GC.
[[File:Sequencing Initial v2.png|frame|right|Mutation with an unknown Sequence.]]
First, insert an occupant into the GeneTek scanner. Then, select a Mutation you want to Sequence. You don't have to research the Mutation before Sequencing it.{{clear}}


Hint: Choosing the swap options (e.g. A->T, C->G) will fill both blocks, much quicker than individually filling blocks.
[[File:Sequencing Fill Halves v2.png|frame|right|Filling up half-filled base pairs.]]
----
Start off by filling up any half-filled base pairs. A goes with T, G goes with C. ?-G becomes C-G, ?-T turns to A-T and A-? becomes A-T.{{clear}}
[[Image:GeneTekPuzzlePart3.png]]


GC doesn't do anything, so we'll try CG next.
[[File:Sequencing Fill Empties v2.png|frame|right|Filling up unfilled base pairs.]]
----
Next, start working on the unfilled base pairs. G-C is different from C-G, and T-A is different from A-T, so each unfilled base pair has four different possible arrangements. Let's try G-C first and work down the list.{{clear}}
[[Image:GeneTekPuzzlePart4.png]]


CG doesn't do anything either. What about AT?
[[File:Sequencing Check Stability v2.png|frame|right|''Check Stability'' shows the guess is incorrect.]]
----
With a [[Guide to Genetics#Gene Sequence Checker|Gene Sequence Checker]] you can fill out base pairs, click ''Check Stability'' and see if your guess is correct. If the base pairs are correct, they will turn green. If they are wrong they will turn red. Make another base pair guess, wait until ''Check Stability'' cools down and see if your guess is correct this time.
[[Image:GeneTekPuzzlePart5.png]]


Success! Click "Activate" and you're done!
If you do not have the Gene Sequence Checker Research, you can make the guesses manually by going through all the sixteen base pair permutations. If you have one person with half of the code for the Mutation and another has the other half, you can compare the two and deduce the complete code, or at least part of it.
{{clear}}


This is quite a simple example, and we did not have to go through many combinations to get to the correct pattern. However, once you get into multiple empty pairs (which is rather common), the amount of combinations you'll have to try can quickly escalate. Luckily, one of the first upgrades you can buy, Gene Sequence Checker, can make this go by much quicker. With this upgrade, you can fill all the unfilled pairs with one pair, use the checker, swap out all the ones marked wrong with a different pair, wait for the checker to cooldown, and rinse and repeat.
[[File:Sequencing Locked Pair v2.png|frame|right|Correct guess, but a base pair is locked.]]
After correctly guessing base pairs it is time to unlock the locked base pair.


==== Locked pairs ====
====Unlocking locked base pairs====


You may notice some pairs have a little lock between them, click on them to begin a game:
Notice a little lock? Click on it to begin a game:


   SCANNER ALERT: Encryption is a 2-character code.
   SCANNER ALERT: Encryption is a 2-character code.
   Possible characters in this code: G C  
   Possible characters in this code: G C  
  1 auto-decryptions available. Enter UNLOCK as the code to expend one.
If you don't want to play the game, you can type "unlock" and auto-decrypt the lock. You gain 2 auto-decryptors after activating a Mutation on a crew member.


A specific chain of letters must be entered to unlock the pair of blocks. The only possible combinations here are GG, GC, CG and CC.  
Alternately, a specific chain of letters must be entered to unlock the pair of bases. The only possible combinations here are GG, GC, CG and CC.  


If your answer is wrong, the machine will show you how close you are to the correct answer. Let's assume we entered GG and this was the result:
If your answer is wrong, the machine will show you how close you are to the correct answer. Let's assume we entered GG and this was the result:
Line 103: Line 156:
   0/2 characters in correct position.
   0/2 characters in correct position.
   Attempts remaining: 1.
   Attempts remaining: 1.
 
[[File:Sequencing Finished v2.png|frame|right|Unlocked and correct!]]
This shows that there is no G in the code, and thus the code must be CC!
This shows that there is no G in the code, and thus the code must be CC!


Some codes will be this simple, but others will have up to 4 characters. Some genes will even have multiple locked pairs. Most of the more powerful genes have some of their pairs locked, so it can be worth the effort!
Some codes will be this simple, but others will have up to 4 characters. Some genes will even have multiple locked pairs. Most of the more powerful genes have some of their pairs locked, so it can be worth the effort!


===DNA Activators===
Success! Click ''Activate'' and to activate the Mutation!
Rather than figuring out and manually adding the missing bits yourself, you can have the GeneTek create a DNA activator with all the necessary bits needed to activate the mutation. Unlike the above, this method involves only four clicks and zero guesswork:
*One to go to the page for the mutation (via clicking on those nifty horizontal helix sections).
*One to research the mutation (via the ''Research required'' link), since you must research a mutation first to vend activators for it.
*One to vend a DNA activator (via the appropriately named ''Create Activator'') twenty or so seconds afterward, when the Mutation Research finishes.
*One on a target human player (i.e. not a humanized monkey) '''who has the corresponding mutation in their Potential''' to activate it. (Using, for example, an Obesity activator for someone who doesn't have Obesity in their potential will do nothing.)
Plus a few more clicks to get to the ''Potential'' page or the ''View DNA Samples'' page through the ''Research'' page, if you weren't on there already. You do '''not''' have to complete the blocks on the screen for the mutation during any part of this process.


The second method is much faster than the first, and is the geneticist's primary method of distributing mutations among the crew. The only downsides are the 20-second cooldown between each activator creation and the fact that they don't help in solving the DNA blocks puzzle. Additionally, an activator that is successfully used on a human (i.e. activates a mutation that was in that person's Potential) will turn transparent and become a ''filled DNA activator'' ([[Image:FilledActivator.png]]); if it failed, you'll get an ''expended DNA activator'' ([[Image:ExpendedActivator.png]]).. You can then click on the genetics console with the filled activator in your active hand to redeem it for the following rewards:
==Injectors==
* Extra research materials.
[[File:DNAInjectorV3.png|64px]]
* A free unlock for a locked pair.
* A random [[#Chromosomes|chromosome]].


In addition, each and every ''filled DNA activator'' turned in will also reduce the costs of all [[#Research|Research tasks]], including mutation research, by one. It's not too much, but the reduction adds up over time, and it'll help you unlock those more expensive upgrades.
Completing the [[#DNA Injectors|DNA Injectors research]] allows the creation of DNA Injectors . When you inject an organism with a DNA Injector they will gain the Mutation even if it was not in their '''Potential''' Mutations. However, these do not give any Chromosomes, Research Materials, or auto-decryptors as rewards. It is also important to note DNA Injectors change the organism's [[#Stability|Stability]]!


Because this provides the most rewards for time spent and directly makes getting nifty things like [[#DNA Injectors|DNA Injectors]] and [[#Mutation Storage|Mutation Storage]] easier, it's generally the preferred way of activating mutations most of the time, especially when it's early in the round and you're thinking of getting plenty of upgrades.
To make an Injector, pick ''Create Injector'' from either '''Stored Mutations''' or occupant's '''Mutations'''. This can be done every 40 seconds for 30 Research Materials. They share a cooldown timer with [[#DNA Activators|Activators]], so creating a Injector also prevents you from making an Activator and vice versa.


==Research Menu==
DNA Injectors are administered similarly to [[#DNA Activators|DNA Activators]], i.e. you click on the subject while you're holding the Injector to use it on them (The subject can also use it on themselves.) Using one always creates a "filled injector"; these do not give any rewards when redeemed, and it is not possible to make them do so.


Opening Research Menu will open up a boatload of options:
==Genetics Booth==
*'''Purchase Additional Materials''' - Buy more Materials for Research and such with money from the Research budget (which, strangely, isn't really used by the actual [[Scientist|Science/]][[Research Director|Research team]], just Geneticists), at 50 credits for 1 Material.
[[File:GeneticsBooth.png|64px]]
*'''Available Research''' - See all the Research upgrades you can currently get, detailed right below.
*'''Research in Progress''' - See which upgrades are being researched and how long it'll be until they're finished.
*'''Researched Mutations''' - Look through a database of all the [[#Mutations|mutations]] you've discovered so far.
* '''Stored Mutations''' - Where all the Mutations you store through [[#Mutation Storage|Mutation Storage]] go.
* '''Stored Chromosomes''' - See the section on Chromosomes below.
* '''View DNA Samples''' - NanoTrasen takes a DNA sample from every crewmember when they join up and provides them to you here.
* '''Finished Research''' - See all the Research upgrades you've completed so far.


===Research===
Once the [[#Gene Booth|relevant upgrade]] is researched, it is also possible to grant Mutations through the [[Medical Objects#Gene Booth|Gene Booth]] (also known as the Genetics Booth), a machine that grants Mutations in exchange for money. Through the Gene Booth, you can share Mutations without having to stray from the console.
Every mutation can be researched to find out what it does. If a mutation has not been researched, it is simply titled Unknown Mutation. Each mutation only needs to be researched once. Research is conducted by spending research materials, which are slowly gained over time. Additional research materials can be bought by spending money from the station's research budget.  


Extra features and upgrades to the machine can be bought directly from the '''Research Menu''' section, through '''Available Research'''. Research starts at tier 1, with just Radiation Emitters and Gene Sequence Checker available, but as you research more mutations and buy features and complete tiers of research, more and more of the listed items become available.  
When you access an occupant's '''Mutations''' or [[#Mutation Storage|'''Stored Mutations''']] and click on a Mutation, you can choose ''Sell at Gene Booth'' to send 5 applications of the Mutation to the [[Medical Objects#Gene Booth|Gene Booth]] for 30 Research Materials. It'll prompt you to set a price in credits and a description. It is possible to sell Mutations spliced with [[#Chromosomes|Chromosomes]], and genes in the booth can be locked or have their price adjusted by swiping a Captain, Medical Director, or Head of Security ID on the booth.


All research costs are reduced every time a) a filled DNA activator is put into a GeneTek, or b) someone is cloned with Genetic Analysis enabled on the cloner.
Similar to [[#Injectors|Injectors]], the Gene Booth can give Mutations not in the recipient's '''Potential'''. Receiving a Mutation through the Gene Booth changes their [[#Stability|Stability]]. Because of this, it is common practice to splice Mutations with [[#Chromosomes|Stabilizer Chromosomes]] to nullify the Stability change.
{| class="wikitable sortable"
 
!Research
Gene Booth sales go towards the Research budget. You can swipe your ID card on the GeneTek console to siphon a portion of the proceeds to your own account.
!Tier
 
!Research Time
The Gene Booth normally takes 20 seconds to give someone a Mutation, but this can be reduced with [[#Research|research]].
!Materials Cost
 
!Effect
==Mutations==
|- id="Mutation Research"
[[File:Dnahotbar.png|64px]]
| Mutation Research
 
| None
When you activate a '''Potential''' Mutation it becomes an active Mutation. There are a wide variety of Mutations, some commonplace and simple, some extremely powerful and rare. Some are beneficial, some are detrimental, some are situational, and some are just wacky and fun. There are more mutations than those listed here, so feel free to sequence and find Mutations on your own!
| 60 seconds
 
| 20
When you die you lose all your Mutations, but keep your '''Potential''' Mutations. For the cloner in particular, you can also enable the ''Advanced Genetic Analysis'' option, so clones keep Mutations they had when they were scanned; this is especially handy for those trying to stick with a certain [[Guide to Genetics#Body Type Mutations|Body Type Mutation]].
| Shows the name of that particular mutation and gives a brief description of it. Unlike the other tasks, this is done via ''Research required'' in the ''Potential'' or ''View DNA Samples'' pages, rather than ''Available Research''.
 
|- id="Radiation Emitters"
Clicking the blue '''ABIL''' tab on your hotbar will toggle between standard options and your available Mutation powers.
| Radiation Emitters
 
| 1
Mutations are different from [[Traits]].
| 90 seconds
 
| 80
===Stability===
| Installs radiation emitters in the scanner, allowing you to re-roll the pool of potential mutations of a person. This will cause severe radiation poisoning that will have to be treated. This can not be used on dead organisms and has a cooldown time of 3 minutes. You use these via ''Scramble DNA'' when you click on the Potential Menu, before looking at/clicking on a mutation.
 
|- id="Gene Sequence Checker"
Debilitating Mutations often increase Stability while beneficial Mutations decrease it. Gaining a Mutation that was already in your '''Potential''' causes no Stability loss or gain, e.g. getting Mutations through the [[#Genetics Booth|Gene Booth]] and [[#Injectors|DNA Injectors]] can change Stability, while getting them via [[#DNA Activators|DNA Activators]] does not.
| Gene Sequence Checker
 
| 1
Stability determines how often your Mutation powers will work as intended. Every organism starts with 100 Stability. At 100 Stability your Mutation powers will work correctly 100% of the time. At 40 Stability your Mutation powers will work correctly 40% of the time. An example of a mutation not working properly is using [[#Optic Energizer|Optic Energizer]] and having it burn your eyes instead of firing lasers.
| 90 seconds
| 50
| Installs analysis equipment in the scanner that allows users to check how many base pairs are stable. It has a cooldown of one minute. Correct DNA pairs will turn blue. Incorrect DNA pairs will turn red.
|- id="Advanced Mutation Research"
| Advanced Mutation Research
| 1
| 90 seconds
| 50
| Halves the base cost and time of researching a mutation and enables the ability to see, research, and activate advanced mutations. Advanced mutations are generally very powerful and/or unique.
|- id="Biotic Cooling Mechanisms"
| Biotic Cooling Mechanisms
| 1
| 90 seconds
| 150
| Applies genetic research to halve the cooldown times for all equipment.
|- id="DNA Reclaimer"
| DNA Reclaimer
| 2
| 240 seconds
| 100
| Allows unwanted genes to be converted into research materials. It has a two minute cooldown and has a chance to fail depending on what gene is being reclaimed.
|- id="Radiation Dampeners"
| Radiation Dampeners
| 2
| 180 seconds
| 80
| Reduces the amount of harmful radiation caused by Radiation Emitters
|- id="DNA Injectors"
| DNA Injectors
| 2
| 240 seconds
| 120
| Allows the manufacture of syringes that can insert researched genes into other subjects. Syringes cost 40 materials to manufacture.
|- id="Emitter Coolant System"
| Emitter Coolant System
| 2
| 180 seconds
| 120
| Reduces the amount of time required for Radiation Emitters to cool down.
|- id="Mutation Storage"
| Mutation Storage
| 3
| 300 seconds
| 100
| Allows for storage of up to three genes in the GeneTek console's Mutations menu for the purposes of combination or transference into new recipients. The genes must be researched and activated before storage. Stored mutations can be combined in the Research->Stored Mutations menu, resulting in rare or even completely unique mutations! Experiment!
|- id="Precision Radiation Emitters"
| Precision Radiation Emitters
| 3
| 300 seconds
| 150
| Upgrades the Radiation Emitters in the scanner so they can target single genes at a time. The gene must have been researched first, and doing this has a longer cooldown and greater irradiation amount than regular emitters.
|- id="Improved Material Storage"
| Improved Material Storage
| 3
| 300 seconds
| 125
| Increases the maximum number of research materials to 150.
|- id="Biotic Radiation Dampeners"
| Biotic Radiation Dampeners
| 3
| 250 seconds
| 100
| Completely removes the harmful effects of the Radiation Emitters.
|- id="Expanded Mutation Storage"
| Expanded Mutation Storage
| 4
| 450 seconds
| 120
| Adds two additional saving slots for mutations, for a total of 5.
|}


=== Injectors ===
Having less than 41 stability gives a 5% chance for a random passive mutation to degrade into its opposite counterpart. For example, [[Guide to Genetics#Toxic Resistance|Toxic Resistance]] degrades into [[Guide to Genetics#Blood Toxification|Blood Toxification]]. Having less than 21 causes you to randomly gain mutations at the same chance!
DNA Injectors are made from either stored mutations (using the Mutation Storage research described above) or subjects with ''active'' mutations. Upon jabbing someone with a DNA Injector, the corresponding mutation will be activated in the target, even if they didn't have that mutation in their genetic potential, effectively meaning that you can give anyone any mutation! On the downside, giving someone mutations not already in their genetic potential will also cause damage to their genetic stability. More on that later.


=== Chromosomes ===
Having Stability below 50 also garbles your speech, replacing some letters with g's, u's, l's, and b's, and instead of "[name] says [text]", it's "[name] gurgles [text]". This is a telltale sign that it's time to get some mutadone.
Chromosomes are modifiers that can be ''spliced'' with existing mutations to improve or alter their abilities. You can sometimes get them from turning in [[#DNA Activators|''filled DNA activators'']]. Each mutation can only be spliced once, at either the ''Potential'' or (if applicable) the ''Stored Mutations'' Menu, but the modified mutation can be stored and applied multiple times. Before a chromosome can be spliced, they must be marked for splicing first, through the ''Stored Chromosomes'' menu, which is accessible through the ''Research'' Menu. They come in multiple forms:
* ''Stabilizer'': Removes the genetic stability penalty from the mutation.
* ''Synchronizer'': Makes the mutation less dangerous to the user. This has multiple different effects depending on the mutation it's spliced with.
* ''Weakener'': Makes the mutation give more genetic material when reclaimed.
* ''Reinforcer'': Makes the mutation mutadone-proof, meaning that the only way it can be removed is through the genetics console.
* ''Power Booster'': Makes the mutation more powerful! Note that this only affects ability mutations, i.e. mutations that appear in the DNA hotbar.
* ''Energy Booster'': Halves the cooldown time associated with any activated ability the mutant grants.
* ''Camouflager'': Hides the message associated with gaining a mutation.


== Lesser-Relevant Menus ==
===Mutually Exclusive Genes===
Compared to Research and Potential, there's not much to say about these. They still have a purpose, mind you, but they do far less than the other ones and are way less important.
Some genes belong to 'groups'. For each of these groups, you can only have one gene from that group at once. If you already have a gene from a particular group and another gene from that group is added to you, the new gene will replace the old one. There is a unique exception to this: If you have two potential mutations that are within the same group, they will not override each other, allowing you to have combinations such as Fire Resistance and Ice Resistance, or Blindness and X-Ray Vision.  


=== Mutations Menu ===
All [[#Body Type Mutations | mutantraces]], or body type mutations, are exclusive with each other.
This shows mutations which are active. If you have the Mutation Storage upgrade, this is where you go to store them.


=== Body ===
{| class="mw-collapsible mw-collapsed wikitable sortable"
This lets you change the occupant into a variety of lovely forms depending on what mutations you've researched, such as a lizardman or a giant cockroach. By default, Human and Primal Genetics (monkey) are available.
!Group
!Mutations
|-
| Thermal Modifiers
| Thermal Resistance, Heat resistance, Cold Resistance, Thermal Vulnerability


=== Appearance ===
|-
This one opens up a menu, just like the one in the Character Selection screen, where you can change the hair style (s), hair color, skin tone, eye color, and various other cosmetic things about the occupant. If you want to give people obnoxious Sailor Moon hair or colorful Rainbow Afros, this is the place (and the only place at that, as this is pretty much the only way to get those unique hair styles).
| Toxin Modifiers
| Toxic Resistance, Blood Toxification


==Mutations==
|-
| Radiation Modifiers
| Radioactive, Radiation Resistance


[[File:Dnahotbar.png|left]]
|-
There are a wide variety of mutations, some commonplace and simple, some extremely powerful and rare. Some are beneficial, some are detrimental, some are situational, and some are just wacky and fun. There are more mutations than those listed here, so feel free to research and find mutations on your own! Clicking the blue '''ABIL''' tab on your hotbar will toggle between standard options and your available mutation powers. You can also choose to spawn with things like these, called [[Traits]].
| Blood Modifiers
| Hemopoesis Overdrive, Polycythemia, Anemia


=== Stability ===
|-
Fiddling with your genes is not free! Every time you use your active powers, there is a risk that your powers will horribly backfire, causing a Bad Thing happen. The chance you avert this and successfully use your powers is called genetic stability. You start out with 100 genetic stability, i.e. a 100% success rate, and if you are [[#Injectors|Injected]] with mutations ''not'' in your genetic potential, this number will increase and decrease by a set amount, depending on the mutation. Typically speaking, the more powerful the mutation injected, the bigger the stability penalty. Some genetic mutations, usually the debilitating ones, can actually ''increase'' your stability instead.
| Regenerations
| Regeneration, Super Regeneration, Lupine Regeneration


If you reach sufficiently low levels of stability, extremely bad things are extremely likely to end up happening, up to and including spontaneous gibbing and/or petrification. Activating mutations from your Potential pool doesn't affect Stability at all; it only happens with [[#Injectors|Injected]] mutations. In other words, stability loss really only occurs with DNA Injectors; DNA Activators, by their very nature, do not incur stability penalties since they can't activate mutations that aren't in your potential.
|-
| Fitness
| Physically Fit, Physically Unfit


Certain chromosomes can change the effects of certain mutations, such as removing the stability penalty, making otherwise harmful mutations harmless, or making them more powerful. Experiment!
|-
| Vision
| Blindness, Short Sighted, X-Ray Vision (though not Night Vision)


=== High Complexity DNA ===
|}
This is a unique, rare mutation which cannot be researched or activated using an activator. It can also only be worked on if the carrier is physically in the scanner.  When activated and stored using the Mutation Storage research, it serves as a ''wildcard'' for combining stored mutations, so you can very easily get some fascinating and rare mutations this way.


=== Combining Mutations ===
==Mutation List==
Once you have researched Mutation Storage, active mutations can be stored and combined to yield new and more useful mutations. Some of these are only available via combination, whereas others may appear (rarely) as potentials. There isn't any penalty to getting an invalid combo, so feel free to experiment and see what results you get!


=== Possible Mutations ===
For a complete mutation list that contains super rare, antag specific, or admin-only genes, see the dedicated page on [[Genetic Mutations]].


{| class="wikitable sortable"
===Frontal Gyrus===
!Power
Mutations that affect speech patterns. These range from funny to miserable, and have no empowered effects.
{| class="mw-collapsible wikitable sortable"
!Mutation
!Message
!Message
!Danger Level
!Danger Level
!Stability
!Stability
!Effect
!Effect
|- id="Blindness"
| Blindness
| You can't see anything.
|<font color=red>Harmful</font>
| +20
|You no longer see action messages about what you and other people are doing and cannot see anything beyond a very small distance from you. You can still interact with things via right-click menu, and you can click on pills/patches/auto-injectors in-hand to use them on yourself, but you otherwise can't do much. To fix this without modifying DNA, you can equip a pair of [[Medical Objects#VISOR|VISOR Goggles]].


|- id="Frontal Gyrus Suspension"
|- id="Frontal Gyrus Suspension"
| Frontal Gyrus Suspension
| Frontal Gyrus Suspension
| You are unable to express yourself.
| You are unable to express yourself.
|<font color=red>Harmful</font>
|data-sort-value="3"|<font color=red>Harmful</font>
| +20
| +20
|You become mute, you are unable to speak. Mutadone ''cannot'' cure this if it is caused by [[Admin|admins]], for [[Rules#Punishments|obvious reasons]].  
|You become mute. You are unable to speak, and every attempt at talking just gives you the message "You seem to be unable to speak." The *scream emote (Hotkey: {{Key|Ctrl}} + {{Key|S}}) no longer makes sound and instead does one of a random set of unique messages describing how you have no voice and must scream. The [[Mime]] [[Jobs#Gimmick jobs|gimmick job]] starts with an irremovable version of this, as an enforced vow of silence.


|- id="Deafness"
|- id="Frontal Gyrus Alteration Type-B"
| Deafness
| Frontal Gyrus Alteration Type-B
| It's quiet. Too quiet.
| You feel Swedish, however that works.
|<font color=red>Harmful</font>
|data-sort-value="2"| <font color=blue>Tootelly Hermless, bork bork!</font>  
| +20
|You can't hear anything. Blessed silence may come as a relief once you've gotten sick of the regular radio chatter. To fix this without modifying DNA, you can equip an [[Medical Objects#Auditory Headset|auditory headset]].
 
|- id="Radioactive"
|Radioactive
|You feel a strange sickness permeate your whole body
|<font color=red>Harmful</font>
| -10
|You suffer from radiation sickness and cause the same to nearby people. May also give you more bad mutations.
 
|- id="Dyspraxia"
| Dyspraxia
| You feel kind of off-balance and disoriented.
| <font color=red>Harmful</font>
| +5
|You randomly suffer bouts of movement confusion.
 
|- id="Glowy"
|Glowy
|Your skin begins to glow softly.
|<font color=blue>Harmless</font>
|0
|You permanently emit a light with a random color and intensity.
 
|- id="Tourettes"
| Tourettes
| Your thoughts become disorderly and hard to control.
|<font color=blue>Harmless</font>
| +5
|Your speech will often come out as excited shouts in '''ALL CAPS''', be ''horribly'' misspelled, and instead of saying "say" before everything you, well... ''say'', it will say that you "gibbered". Also, sometimes things you say will be broadcast over the radio if you are wearing one, in all its '''CAPS''' filled glory, whether you want it to or not.
 
|- id="Frontal Gyrus Alteration Type-N"
| Frontal Gyrus Alteration Type N
| Y-you f.. feel a.. a bit n-n-nervous.
| <font color=blue>Porky but Harmless </font>
| 0
| 0
| Your speech stutters and falters like Porky the Pig.
| You speak not like an actual Swede, but the [http://en.wikipedia.org/wiki/Swedish_Chef Swedish Chef], Bork Bork Bork! You extend your vowels to long e's and o's, and randomly add "Bork"'s like you add Swedish meatballs. Fun historical fact: the [[Chef|chef]] used to have a 20% chance to spawn with this accent.


|- id="Frontal Gyrus Alteration Type-S"
|- id="Frontal Gyrus Alteration Type-BT"
| Frontal Gyrus Alteration Type-S
| Frontal Gyrus Alteration Type-BT
| You feel like you want to smile and smile and smile forever :)
| Your breath smells like a fart.
| <font color=blue>Happily Harmless </font>
|data-sort-value="2"| <font color=blue>Butt</font>
| 0
| +10
| You somehow say colon parthesis (:))after everything you say.
| You speak like a [[Robots#Buttbot|buttbot.]] When you talk, some of your words are replaced by "butt".
 
|- id="Frontal Gyrus Alteration Type-E"
| Frontal Gyrus Alteration Type-E
| You feel funky.
| <font color=blue>Elvisously Harmless </font>  
| 0
| You talk like a king...a king of rock and roll! You extend your vowels the same way Elvis does.


|- id="Frontal Gyrus Alteration Type-C"
|- id="Frontal Gyrus Alteration Type-C"
| Frontal Gyrus Alteration Type-C
| Frontal Gyrus Alteration Type-C
| Ye feel like a reet prat like, innit?
| Ye feel like a reet prat like, innit?
| <font color=blue>Hermless, mate</font>  
|data-sort-value="2"| <font color=blue>Hermless, mate</font>  
| 0
| 0
| You speak like a middle-class English chav. You are the charmingly ugly lovechild of at least ten cultural accents and pack sounds together like black pudding.
| You speak like a middle-class English chav. You are the charmingly ugly lovechild of at least ten cultural accents and pack sounds together like black pudding.
|- id="Frontal Gyrus Alteration Type-B"
| Frontal Gyrus Alteration Type-B
| You feel Swedish, however that works.
| <font color=blue>Tootelly Hermless, bork bork!</font>
| 0
| You speak [[Chef|Swedish]],Bork Bork Bork! You extend your vowels to long e's and o's, and randomly add "Bork"'s like you add Swedish meatballs. The [[Chef|chef]] will commonly spawn with this accent.
|- id="Frontal Gyrus Alteration Type-T"
| Frontal Gyrus Alteration Type-T
| You feel torn apart!
| <font color=blue>Moestly Hahwleess</font>
| 0
| You have Tommy Wiseau's Joisey accent. Your speech is an audio disaster.


|- id="Frontal Gyrus Alteration Type-CS"
|- id="Frontal Gyrus Alteration Type-CS"
| Frontal Gyrus Alteration Type-CS
| Frontal Gyrus Alteration Type-CS
| <font face='Comic Sans MS'>You feel great!!</font>  
| <font face='Comic Sans MS'>You feel great!!</font>  
| <font color=blue face='Comic Sans MS'>Comically Harmless</font>  
|data-sort-value="2"| <font color=blue face='Comic Sans MS'>Comically Harmless</font>  
| 0
| 0
| You somehow speak in Comic Sans.
| You somehow speak in Comic Sans.
Line 388: Line 295:
| Frontal Gyrus Alteration Type-D
| Frontal Gyrus Alteration Type-D
| You feel like your tongue's made out of lead.
| You feel like your tongue's made out of lead.
| <font color=blue>Compleffely Harmleshsh</font>  
|data-sort-value="2"| <font color=blue>Compleffely Harmleshsh</font>  
| 0
| 0
| You slur your speech like a drunkard.  
| You slur your speech like a drunkard.


|- id="Frontal Gyrus Alteration Type-R"
|- id="Frontal Gyrus Alteration Type-DE"
| Frontal Gyrus Alteration Type-R
| Frontal Gyrus Alteration Type-DE
| .sdrawkcab tib a leef uoY
| You can no longer pronounce th for ze life of you!
| <font color=blue>.sselmrah, tub gnisufnoC</font>  
|data-sort-value="2"| <font color=blue>Harrmless</font>
| 0
| 0
| You talk backwards. Pro-tip: Put your ; or :prefix at the end to talk over the radio.
| You speak like a German, specifically one speaking the Hochdeutsch dialect. You substitute some English words with German ones, e.g. "captain" becomes "kapitaen", "blood" becomes "blut".<br><Br>In terms of individual letters, there's the expected "v" for "w" (unless the "w" is on the end of a word), but "th" doesn't always become "z". Besides this, there are other transforms:
*e->eh (at the end of a word, 10% chance of occurring)
*r->rr (you roll your r's, if it's not a double r)
*qu->kv
*s->z (if followed by vowel)
*th->50% chance of "d", 50% chance of "z".
*ue->ee
As an example, "the quick brown fox jumps over the lazy dog" becomes "zeh kvick brrovn fox jumps overr deh lazy hound" ("zeh kvick brrovn fox jumps overr zeh lazy hound" is also possible).


|- id="Frontal Gyrus Alteration Type-O"
|- id="Frontal Gyrus Alteration Type-E"
| Frontal Gyrus Alteration Type-O
| Frontal Gyrus Alteration Type-E
| You feel a bit tongue-tied.
| You feel funky.
| <font color=blue>Mstly Hrmlss</font>  
|data-sort-value="2"| <font color=blue>Elvisously Harmless </font>  
| 0
| 0
| All your vowels get replaced with a random vowel.
| You talk like a king...a king of rock and roll! You extend your vowels the same way Elvis does.


|- id="Frontal Gyrus Alteration Type-F"
|- id="Frontal Gyrus Alteration Type-F"
| Frontal Gyrus Alteration Type-F
| Frontal Gyrus Alteration Type-F
| Och aye! You feel like a true Scot!
| Och aye! You feel like a true Scot!
| <font color=blue>Skaithless</font>
|data-sort-value="2"| <font color=blue>Skaithless</font>
| 0  
| 0  
| You speak with a Scottish accent. You do weird things with vowels, and, unlike other accents, you use entirely different words for things. You call a butt a "dowp", a jumpsuit a "carsakie", things like that.
| You speak with a Scottish accent. You do weird things with vowels, and, unlike other accents, you use entirely different words for things. You call a butt a "dowp", a jumpsuit a "carsakie", things like that.
Line 416: Line 330:
| Frontal Gyrus Alteration Type-FI
| Frontal Gyrus Alteration Type-FI
| Sauna and birch beatings! Hyvä!
| Sauna and birch beatings! Hyvä!
| <font color=blue>Arrmless</font>
|data-sort-value="2"| <font color=blue>Arrmless</font>
| 0
| You speak like the space Finns, the sauna-loving, people-hating neighbors of Sweden. You double up on your i's and r's, pronounce g-vowel pairs at the beginning of words as k-vowel, chop w's into v's, have a peculiar inability to say h's, say sh as ch, and switch up your b's with p's and vice versa.
 
|- id="Frontal Gyrus Alteration Type-N"
| Frontal Gyrus Alteration Type N
| Y-you f.. feel a.. a bit n-n-nervous.
|data-sort-value="2"| <font color=blue>Porky but Harmless </font>
| 0
| Your speech stutters and falters like Porky the Pig.
 
|- id="Frontal Gyrus Alteration Type-O"
| Frontal Gyrus Alteration Type-O
| You feel a bit tongue-tied.
|data-sort-value="2"| <font color=blue>Mstly Hrmlss</font>
| 0
| All your vowels get replaced with a random vowel.
 
|- id="Frontal Gyrus Alteration Type-Q"
| Frontal Gyrus Alteration Type-Q
| You feel that your province is a nation, however that works.
|data-sort-value="2"| <font color=blue>'armless</font>
| 0
| You speak the accent of the space separatist Space Quebeckers of Space Canada. You say "le" instead of "the" and contract h's at the beginning of words. In addition to the stereotypical "th"->"z", you also have:
*ts->zes
*st->ss
*ch->sh
*tion->sion
*vowel-t at end of word->vowel-tte
*vowels at the beginning of a word->h-vowel
*f at beginning or end of word->ef
 
|- id="Frontal Gyrus Alteration Type-R"
| Frontal Gyrus Alteration Type-R
| .sdrawkcab tib a leef uoY
|data-sort-value="2"| <font color=blue>.sselmrah, tub gnisufnoC</font>
| 0
| You talk backwards. Pro-tip: Put your ; or :prefix at the end to talk over the radio.
 
|- id="Frontal Gyrus Alteration Type-S"
| Frontal Gyrus Alteration Type-S
| You feel like you want to smile and smile and smile forever :)
|data-sort-value="2"| <font color=blue>Happily Harmless </font>  
| 0
| 0
| You speak like the space Finns, the sauna-loving, people-hating neighbors of Sweden. You double up on your i's and r's, pronounce g-vowel pairs at the beginning of words as k-vowel, chop w's into v's, have a peculiar inability to say h's, say sh as ch, and switch up your b's with p's and vice versa.  
| You somehow say colon parthesis (:)) after everything you say.


|- id="Frontal Gyrus Alteration Type-BT"
|- id="Frontal Gyrus Alteration Type-SD"
| Frontal Gyrus Alteration Type-BT
| Frontal Gyrus Alteration Type-SD
| Your breath smells like a fart.
| You feel like you've got some work to do now.
| <font color=blue>Butt</font>
|data-sort-value="3"| <font color=red>Harmful</font>
| +10
| 0
| You speak like a [[Robots#Buttbot|buttbot.]] When you talk, some of your words are replaced by "butt".
| You speak like Scooby-Doo, a talking dog from the children's mystery cartoon franchise ''Scooby-Doo''. In short, lots and lots of R's. Like Scots, you also have a different vocabulary, which mechanics-wise means you replace some words with different ones. For example, instead of AI, you say "rehrhai".
 
|- id="Frontal Gyrus Alteration Type-T"
| Frontal Gyrus Alteration Type-T
| You feel torn apart!
|data-sort-value="2"| <font color=blue>Moestly Hahwleess</font>
| 0
| You have Tommy Wiseau's Joisey accent. Your speech is an audio disaster.


|- id="Frontal Gyrus Alteration Type-X"
|- id="Frontal Gyrus Alteration Type-X"
| Frontal Gyrus Alteration Type-X
| Frontal Gyrus Alteration Type-X
| You can't seem to form any coherent thoughts!
| You can't seem to form any coherent thoughts!
| <font color=red>Harmful</font>  
|data-sort-value="3"| <font color=red>Harmful</font>  
| +10
| +10
| Your speech becomes unintelligible, as every consonant is randomized. Vowels are unaffected.
| Your speech becomes unintelligible, as every consonant is randomized. Vowels are unaffected.


|- id="Cranial Keratin Formation"
|- id="Frontal Gyrus Alteration Type-Y"
| Cranial Keratin Formation
| Frontal Gyrus Alteration Type-Y
| A pair of horns erupt from your head.
| You feel like you're on Ilkley Moor without a hat.
|<font color=blue>Harmless</font>
|data-sort-value="2"| <font color=blue>'armless</font>
|0
| 0
|You look (more) like a doofus.
| You speak with the somewhat impenetrable Tyke accent of the Space Yorkies of Space England. Similar to the [[#Frontal Gyrus Alteration Type-F|Scottish]] accent, you have a different vocabulary, e.g. "arse" for "butt", "gaffer" for "captain", "tha" for "you", "t'" for "the", and many more. You chop off the "g" in "ng", drop the "h" from beginnning of words, transform "ight" to "eet", and a bunch more:
*ay->ey
*ade->ed
*ave->ev
*ea->eea
*d, t, f & th at end of word->sometimes contracted to '
*i->ah when alone or an e comes two letters later
*it at the start of a sentence->'t
*ou/ow->ah
*oar->ooar
*oa->oi
*oot & ool->ooit & ooil
*ole->oil
*ough->ow
In short, you might not think it's English, but it is. You can fault the Space Danes and their Space Viking raids of the past for this one.
|}
 
===Hemochromia===
A reference to an old webcomic, come to Goonstation! These color your blood and give you more blood regen overall. No empowered effects.
{| class="mw-collapsible wikitable sortable"
!Mutation
!Message
!Danger Level
!Stability
!Effect
 
|- id="Hemochromia Type-U"
| Hemochromia Type-U
| You feel like you're out of breath.
|data-sort-value="3"| <font color=blue>Harmless</font>  
| 0
| A volatile mutation with 12 known stable alternatives. Will quickly break down into one of them if you exit the scanner.
 
|- id="Hemochromia Type-B"
| Hemochromia Type-B
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a copper coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
 
|- id="Hemochromia Type-C"
| Hemochromia Type-C
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a cerulean coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
 
|- id="Hemochromia Type-F"
| Hemochromia Type-F
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a magenta coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
 
|- id="Hemochromia Type-G"
| Hemochromia Type-G
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a brass coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
 
|- id="Hemochromia Type-I"
| Hemochromia Type-I
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a azure coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
 
|- id="Hemochromia Type-J"
| Hemochromia Type-J
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a emerald coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
 
|- id="Hemochromia Type-L"
| Hemochromia Type-L
| You feel a bit less soft.
|data-sort-value="3"| <font color=green>Beneficial</font>
| 0
| Your blood takes on a chartreuse coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.


|- id="Apocrine Enhancement"
|- id="Hemochromia Type-O"
| Apocrine Enhancement
| Hemochromia Type-O
| You feel sweaty.
| You feel a bit less soft.
|<font color=blue>Harmless</font>
|data-sort-value="3"| <font color=green>Beneficial</font>  
|0
| 0
|You get a serious case of the stinks, causing people nearby to get ''wonderful'' messages about how nice the room smells.
| Your blood takes on a verdant coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.


|- id="Fire Resistance"
|- id="Hemochromia Type-P"
|Fire Resistance
| Hemochromia Type-P
|You feel cold.
| You feel a bit less soft.
|<font color=green>Beneficial</font>
|data-sort-value="3"| <font color=green>Beneficial</font>  
| -10
| 0
|You are immune to high temperature and fire. You have a noticeable orange aura.
| Your blood takes on a lavander coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.


|- id="Cold Resistance"
|- id="Hemochromia Type-R"
|Cold Resistance
| Hemochromia Type-R
|You feel warm.
| You feel a bit less soft.
|<font color=green>Beneficial</font>
|data-sort-value="3"| <font color=green>Beneficial</font>  
| -10
| 0
|You are immune to low temperature and ice. You have a noticeable blue aura.
| Your blood takes on a scarlet coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.


|- id="Thermal Resistance"
|- id="Hemochromia Type-T"
|Thermal Resistance
| Hemochromia Type-T
|N/A
| You feel a bit less soft.
|<font color=green>Beneficial</font>
|data-sort-value="3"| <font color=green>Beneficial</font>  
| -10
| 0
|You are immune to all changes in temperature, fire and ice. You gain an aura which flicks between orange and blue.
| Your blood takes on a cyan coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.


|- id="Alcohol Resistance"
|- id="Hemochromia Type-V"
| Alcohol resistance
| Hemochromia Type-V
| You feel unusually sober.
| You feel a bit less soft.
|<font color=green>Beneficial</font>
|data-sort-value="3"| <font color=green>Beneficial</font>  
| 0
| 0
| You are a bit more immune to alcohol I.E: You can drink Bo Jack Daniel's without passing out, but you will still get fairly smashed. At the start of the round, the detective, HoS and barman will normally spawn with this mutation.  
| Your blood takes on a plum coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
|}


|- id="Radiation Resistance"
===Powers===
| Radiation Resistance
Genetic abilities that can be used whenever you wish to. Instead of degrading at low stability, some of these can backfire! Can also be synchronized for safer effects.
| N/A
{| class="mw-collapsible wikitable sortable"
| <font color=green>Beneficial</font>
!Mutation
!Message
!Danger Level
!Stability
!Effect
!Empowered Effect
!Synchronized Effect
!Failure Effect
 
|- id="Adrenaline Rush"
| Adrenaline Rush
| You feel hype!
|data-sort-value="1"| <font color=green>Beneficial</font>
| -15
| -15
| You are immune  to [[Doctoring#Radiation|ionizing radiation]], period. While you'll still get the Irradiated status effect, you don't suffer the resulting mutations or the associated TOX and BURN damage.
| You get an activated ability that allows you to recover from stuns by putting 20 units of [[Chemicals#Epinephrine|epinephrine]], 20 units of [[Chemicals#Salicylic Acid|salicylic acid]], 20 units of [[Chemicals#Methamphetamine|methamphetamine]], and 5 units of [[Chemicals#Energy Drink|energy drink]] into your bloodstream. Also one of the only genetic mutations that can be used while incapacitated.
| You get double the drugs from each use.
| Rather than always giving 20 meth and 5 energy drink, it will add enough to your bloodstream to make them reach said values.
| Will give you FOUR TIMES of the drugs, unless it is synched, in which case the synched effect still applies.


|- id="SMES Human"
|- id="Aviornis Rostriformis"
|SMES Human
| Aviornis Rostriformis
|Your hair stands on end.
| You feel your mouth and nose become more difficult to move.
|<font color=green>Beneficial </font> (Mostly)
| data-sort-value="1"| <font color=green>Beneficial</font>
| -15
| -15
|You are protected from electrical energy. Useful when the [[AI]] is shocking everything or a malicious Engineer has hotwired the engine and you are lacking [[Engineering Objects#Insulated Gloves|insulated gloves]]. You will also resist shocks from [[Security Objects#Stun Baton|stun batons]], but not the more concentrated electric bursts of [[Security Objects#Energy Gun|energy guns]] and [[Security Objects#Taser|tasers]]. On the flip side however, this includes [[Medical Objects#Tools|defibrillators]].
| Allows you to peck people for damage on a low cooldown.
| None
| No change.
| Can't fail.


|- id="Jumpy"
|- id="Brown Note"
|Jumpy
|Brown Note
|Your leg muscles feel strong and taut.
|You feel mischievous!
|<font color=green>Beneficial</font>
|data-sort-value="2"|<font color=blue>Harmless </font> (Mostly)
| -5
| -15
|You gain a jump that moves you half a screen in no time at all. Just make sure you don't use it while inside a container/vehicle of some sort, or you won't like the result...
| You get a "Brown Note" ability that produces a sound that makes up to 7 people fart. Be careful around bibles!
| The sound is louder, making up to 10 people fart.
| No change.  
| You instead play a completely random sound.


|- id="Chameleon"
|- id="Chameleon"
| Chameleon
| Chameleon
| You feel at one with your surroundings.
| You feel at one with your surroundings.
|<font color=green>Beneficial</font>
|data-sort-value="1"|<font color=green>Beneficial</font>
| -20
| -15
| You become invisible while standing still. This can work against you in more ways than one.
| When toggled on, you become invisible while standing still ; you'll know you've become invisible because you'll see a faint light blue aura around you. The [[AI]], [[Cyborg]]s, people wearing [[Security Objects#Optical Thermal Scanners|optical thermal scanners]], and people with [[#X-Ray Vision|X-Ray Vision]] can still see you. This can work against you in more ways than one.
| No change.
| No change.
| Can't fail.


|- id="Cloak of Darkness"
|- id="Cloak of Darkness"
| Cloak of Darkness
| Cloak of Darkness
| You meld into the shadows.
| You meld into the shadows.
|<font color=green>Beneficial</font>
|data-sort-value="1"|<font color=green>Beneficial</font>
| -20
| -15
| You're invisible while in the dark. [[Vampire|Vampires]] also get this power.
| Activate this ability, and now you're invisible while in the dark. You can tell if it's dark enough if you have a dark grey aura around you; generally ill-lit [[maintenance]] sections and rooms where the lights are broken/have been turned off are dark enough to hide in. This does not work in [[Space]] or the [[Seafloor]]. The [[AI]], [[Cyborg]]s, people wearing [[Security Objects#Optical Thermal Scanners|optical thermal scanners]], and people with [[#X-Ray Vision|X-Ray Vision]] can still see you. [[Vampire]]s get this power for their [[Vampire#Blood and Abilities|Bat Form Mk II ability]].
| No change.
| No change.
| Can't fail.
 
|- id="Cryokinesis"
| Cryokinesis
| You notice a strange cold tingle in your fingertips.
|data-sort-value="1"|<font color=green>Beneficial</font>
| -10
| You gain the ability to cool people down significantly whilst also extinguishing their fires by firing a ball of ice at them, and to get on everyone's nerves by creating patches of slippery ice on the floor.
| Your ice powers now effect a 3x3 area instead of a 1x1, and freezes anyone in that range into an ice cube.
| You become immune to the effects of your own ability, if you target yourself for some reason.
| You self inflict the empowered effect.
 
|- id="Dimensional Shift"
| Dimensional Shift
| You begin to see a small blue light...
|data-sort-value="1"| <font color=green>Beneficial</font>
| -15
| You can enter a pocket dimension, rendering you immune to any and all outside events, but you're unable to move while within this space until you exit. Basically, an indestructible, incorporeal closet on command. Any effects that are doing damage to you such as a heart attack or damage from poison still happen.
| No change.
| No change.
| Can't fail.
 
|- id="Empathic Thought"
| Empathic Thought
| You suddenly notice more about others than you did before.
|data-sort-value="1"|<font color=green>Beneficial</font>
| -5
| You gain a "Mind Reader" ability that lets you read the minds of others, telling you the following:
*Two thoughts ("thinking about..."). One is a randomly-selected line of no significance, and the other is the text they have typed into their talk/radio menu (if they're using hotkeys to talk) or the text following <code>say "</code> (if they're using the command bar to talk). 
*Condition: Rough description of their current health.
*Mood: Clues about their current intent, as in {{Disarm}}, {{Grab}}, etc., not necessarily the player's actual intent.
*Numbers: Their PIN number.
If they also have this mutation, they will be aware that you are reading their mind. Chaplains will also be warned, but more vaguely.
| No change.
| No change.
| You bombard yourself with useless information from the target's brain, stunning you for 7 seconds and making them aware that you tried reading their mind.
 
|- id= "Erebokinesis"
|Erebokinesis
|Everything seems too bright!
|data-sort-value="1"|<font color=green>Beneficial</font>
| -15
|You can snuff out all light in an area, akin to a [[Artifact Research|darkness artifact.]]
| The field lasts twice as long, and its radius is doubled (meaning the area is quadrupled).
| No change.
| This ability can't fail.
 
|- id="Fire Breath"
|Fire Breath
|Your throat is burning!
|data-sort-value="1"|<font color=green>Beneficial</font>
| -10
|You can exhale fire.
| Your fire breath travels twice as far, and is 4x as hot.
| No change.
| Sets you on fire for 100 seconds.
 
|- id="Healing Touch"
| Healing Touch
| Your hands radiate a comforting aura.
|data-sort-value="1"| <font color=green>Beneficial</font>
| -10
| You gain an ability that can heal an adjacent human for 25 of each damage type, including brain. If this ability fails due to low [[#Stability|stability]], you will take the exact same amount as damage.
| You heal twice as much on each use.
| No change.
| You take damage equal to the amount that you heal for, even if they weren't damaged for that type! This means that you will immediately go into crit due to 25 brute, 25 burn, 25 tox and 25 oxy. The empowered effect causes the same, but 50 each!


|- id="High-Pressure Intestines"
|- id="High-Pressure Intestines"
| High-pressure intestines
| High-pressure intestines
|You feel bloated and gassy.
|You feel bloated and gassy.
|<font color=green>Beneficial</font>
|data-sort-value="1"|<font color=green>Beneficial</font>
| -15
| -15
| Blow away your foes with your tremendous farts! Beware: if Empowered, you will not just blow away your foes, but also yourself.
| Blow away your foes with your tremendous farts! Using this while on fire causes you to burst into a fiery inferno (fart powered flames), and using this on top of a bible sends you to a special "hell" area. Has a grody effect when used whilst being unable to fart...
| You will not just blow away your foes, but also yourself. Using it on the bible will still send you to hell though.
| No change.
| Can't fail.
 
|- id="Incendiary Mitochondria"
| Incendiary Mitochondria
| You feel like you are burning up.
|data-sort-value="3"|<font color=red>Harmful</font>
| -10
| You set yourself on fire and become a human torch. This is a very bad thing if you don't want to burn alive. If you have Fire Resistance this will instead fizzle and do nothing.
| Burst into a column of flames, setting everything around you on fire. Also, now works with Fire Resistance.
| No change.
| You instead do the opposite, and extinguish all the heat from your body! Makes it so cold, in fact, that you reach 0 Kelvin, which is colder than space!
 
|- id="Ink Glands"
|Ink Glands
|You feel artistic.
|data-sort-value="1"|<font color=green>Beneficial</font>
| -2
|You gain the ability to paint nearby people and objects a random color.
| No change.
| No change.
| Can't fail.


|- id="Cryokinesis"
|- id="Jumpy"
| Cryokinesis
|Jumpy
| You notice a strange cold tingle in your fingertips.
|Your leg muscles feel strong and taut.
|<font color=green>Beneficial</font>
|data-sort-value="1"|<font color=green>Beneficial</font>
| -10
|You gain a jump that moves you half a screen in no time at all. Just make sure you don't use it while inside a container/vehicle of some sort, or you won't like the result...
| You jump much farther and higher.
| No change.
| You jump a bit too high, and bang your head HARD on the roof of the station. Stuns for 7-10 seconds.
 
|- id="Mass Emesis"
|Mass Emesis
|You feel sick.
|data-sort-value="1"|<font color=green>Beneficial</font>
| -10
| -10
| You gain the ability to cool people down significantly by firing a ball of ice at them, and to get on everyone's nerves by creating patches of slippery ice on the floor.
|You can expel whatever chemicals were in your bloodstream as a beam of vomit, fully cleansing you. Anyone caught in the beam absorbs the chems if they penetrate skin, and are affected by the chems' on touch effects. The amount of chems in each vomit puddle is the total amount divided by each puddle.
| Your vomit spew travels twice as far. Do note that each vomit puddle will have less chems in it due to being spread across more puddles.
| No change.
| Can't fail.


|- id="Telepathy"
|- id="Matter Eater"
| Telepathy
| Matter Eater
| You can hear your own voice echoing in your mind.
| You feel hungry.
|<font color=green>Beneficial</font>
|data-sort-value="1"|<font color=green>Beneficial</font>
| -5
| You can eat ''many'' more items than normal, like [[Syndicate Items|weapons from disarmed opponents]], or even your own body parts! Just remember that you need certain body parts to live...
Items that aren't food will remain in your stomach until they are either puked out or cut out, allowing it to be used as a strange form of storage.
| You can eat one additional thing. In all of space.
| No change.
| You visiously bite into the item, but fail at eating it.
 
|- id="Midas Touch"
| Midas Touch
| Your hands sparkle and gleam.
|data-sort-value="1"| <font color=green>Beneficial</font>
| -5
| -5
| You gain the ability to communicate telepathically. Don't use this to [[Rules#Don't piss off the admins|impersonate]] [[Admin|admins]], lest you want to earn yourself a [[Banned Camp|ban]].
| You gain the ability to turn certain items into solid gold! This includes your own butt (and other limbs). Just don't expect to get super-rich from selling your transmuted gold bars; the traders can tell that it wasn't originally genuine gold.
| You can also transmute large objects into gold- not walls or floors, but things like tables and chairs.
| No change.
| Turns whatever you transmuted into flesh, instead of gold!
 
|- id="Ophidentis Vipernox"
| Ophidentis Vipernox
| You become oddly aware of your canines and they feel different.
| data-sort-value="1"| <font color=green>Beneficial</font>
| -15
| Allows you to bite people and inject them with 5 units of hemotoxin.
| None
| No change.
| Can't fail.


|- id="Optic Energizer"
|- id="Optic Energizer"
| Optic Energizer
| Optic Energizer
| Your eyes ache and burn.
| Your eyes ache and burn.
|<font color=green>Beneficial</font>
|data-sort-value="1"|<font color=green>Beneficial</font>
| -10
| -10
| You gain the ability to fire laser beams from your eyes.
| You gain an "Eyebeams" ability that fires laser beams from your eyes. These are different from the ones used by [[Security Objects#Energy Gun|energy guns]] and their ilk; these do only 20 {{BURN}} and only very slightly heat up objects they pass over (they can still ignite [[Gas#Plasma|plasma]] though). Also, if you fire them while wearing something that hides your eyes (e.g. a [[Medical Objects#Blindfold|blindfold]], a [[Clothing#Space Helmet|space helmet]]), instead of firing, the lasers burn up whatever it was that was covering your eyes.
| Your eye beams now do 45 {{BURN}} and sound much more menacing.
| No change.
| Your eyes spark with a little light, and then they burn for a moment, dealing 5 eye damage.


|- id="Meta-Neural Enhancement"
|- id="Photokinesis"
| Meta-Neural Enhancement
| Photokinesis
| Your mind feels closed.
| Everything seems too dark!
|<font color=green>Beneficial</font>
|data-sort-value="1"| <font color=green>Beneficial</font>
| 0
| 0
| You cannot be mind-read or telepathically spoken to. Doesn't affect the [[Admin|admin]]'s telepathy, obviously.
| You can create a radiant point of light.
| The point of light is twice as bright and lasts twice as long.
| No change.
| No change.
 
|- id="Scorpiocauda Vipernox"
| Scorpiocauda Vipernox
| You feel aware of something strange around your tail bone.
| data-sort-value="1"| <font color=green>Beneficial</font>
| -15
| {{Wip|Reason=Needs confirmation.}}Allows you to bite people and inject them with scorpion poison.  
| None
| No change.
| Can't fail.


|- id="Empathic Thought"
|- id="Self Biomass Manipulation"
| Empathic Thought
| Self Biomass Manipulation
| You suddenly notice more about others than you did before.
| Your skin and joints feel loose.
|<font color=green>Beneficial</font>
|data-sort-value="3"| <font color=red>Harmful</font>
| -5
| -5
| You can read the minds of others, telling you things such as their current intent, and numbers that might be important to them. [[Wizard|Wizards]] start will a [[Wizard#Spells|spell]] much like this, but theirs shows the owner of the mind being read's current location.
|You can turn yourself into a liquid that can phase through walls and other solid objects, sort of like a genetic version of the [[Wizard#Phase Shift|wizard's Phase Shift]]. Your clothes won't come with you however, so you come out naked!<br><br>The [[Jobs#Spooktober Jobs|Discount Wizard Spooktober job]] starts with this power; it is not synchronized.
| No change.
| Your clothes come with you!
| You drop a random organ, including the heart. If it was synchronized, you instead drop one a random clothing item, or something out of your pockets.


|- id="Matter Eater"
|- id="Polymorphism"
| Matter Eater
| Polymorphism
| You feel hungry.
| You don't feel entirely like yourself somehow.
|<font color=green>Beneficial</font>
|data-sort-value="1"| <font color=green>Beneficial</font>
| -5
| -15
| You can eat ''many'' more items than normal, like [[Syndicate Items|weapons from disarmed opponents]], or even your own body parts! Just remember that you need certain body parts to live...
| You can take on the appearance and name of a crewmember by touching them.
| No change.
| No change.
| You touch the crewmember... And nothing happens.
 
|- id="Telepathy"
| Telepathy
| You can hear your own voice echoing in your mind.
|data-sort-value="1"|<font color=green>Beneficial</font>
| 0
| You gain the ability to communicate telepathically anonymously, unless the recipient also has this, or the Empathetic Thought gene. Telepathic messages show up to the recipient as "''A psychic voice echoes, "[TEXT]"''" in hotpink. Don't use this to [[Rules#General Game Rules|impersonate]] the [[Admin|admins]].
| No change.
| No change.
| You stare at your target really hard and comedically say your message out loud like a dork.


|- id="Telekinetic Pull"
|- id="Telekinetic Pull"
| Telekinetic Pull
| Telekinetic Pull
| You feel your consciousness expand outwards.
| You feel your consciousness expand outwards.
| <font color=green>Beneficial</font>
|data-sort-value="1"| <font color=green>Beneficial</font>
| -15
| -10
| You can send unanchored items flying from afar by click-dragging them from one tile to another. You can also perform a Telekinetic Smash, which throws all unanchored objects near to a location into it. Works great with X-ray vision.
| You can send unanchored items flying from afar by click-dragging them from one tile to another. You can also perform a Telekinetic Smash, which throws a random amount of unanchored objects near a location, into it. This doesn't work on items of "gigantic" size or larger, e.g. pianos, [[Murder#Transfer valve bomb|TTV bombs]]. Works great with [[#X-Ray Vision|X-ray vision]].
| You throw more things on average when using the Smash ability.
| No change.
| The items fling at you instead of the target!
 
|- id="Trichochromatic Shift"
| Trichochromatic Shift
| Your hair itches.
| data-sort-value="1"| <font color=green>Beneficial</font>
| 0
| Gives a ''Trichochromatic Shift'' ability that switches your hair colors around; this works even if you only have one piece of hair, because it looks at all three colors you set in your Character Preferences. Due to how it shifts colors around, three uses of the ability sets your hair colors back to normal.
 
More specifically, the color you set for Bottom Detail becomes color for Top Detail, Middle Detail Bottom Detail, and Top Detail Middle Detail. For example, if you had grey Einstein hair for Bottom Detail, white Twirly mustache for Middle Detail, and black Eyebrows for Top Detail, you'd then have white Einstein hair, a black Twirly mustache, and grey Eyebrows.
 
| No change.
| No change.
| Can't fail.
 
|- id="Vestigial Ballistics"
| Vestigial Ballistics
| You feel intense pressure in your hip and shoulder joints.
|data-sort-value="3"| <font color=red>Harmful</font>
| +15
| Lets you launch a limb of yours at someone in a specific order, dealing a fair chunk of brute damage. This order is: Left Arm -> Right Leg -> Left Leg -> Right Arm. Your limbs will also occasionally pop off on their own, and intentionally ejecting them hurts you a bit. Explosions also have a higher chance to delimb you. Being a skeleton causes the limb to boomerang right back to you and reattach itself!
| Your ejected limbs deal double the damage.
| Your limbs no longer eject on their own and do no damage to you when ejecting purposefully. However, the Mutation gives no Stability.
| Can't fail.
|}
 
===<font color=green>Beneficial</font>===
Good mutations that will most likely tax your stability. Don't take too many, or make sure to stabilize them!
{| class="mw-collapsible wikitable sortable"
!Mutation
!Message
!Stability
!Effect
!Empowered Effect
!Degrades Into
 
|- id="Alcohol Resistance"
| <font color=green>Alcohol Resistance</font>
| You feel unusually sober.
| 0
| You do not suffer most of the effects of [[#Ethanol|alcohol]], e.g. the blurred vision and mistepping, though you'll still have drunkenly slurred speech. You can also drink [[Chemicals#Bo Jack Daniel's|Bo Jack Daniel's]] without passing out.
 
Additionally, it's much harder for you to become addicted to alcohol; you'll need to consume at least 200 units for addiction to become possible instead of the usual 50. Even then, the chance that you ''do'' become addicted is cut by three quarters, from 1% per life cycle to only 0.25%.
 
At the start of the round, the [[Detective]], [[Head of Security]], and [[Bartender]] get [[Traits#Professional Drinker|the Professional Drinker trait]], which gives them this mutation.
| You can shoot with full accuracy regardless of how drunk you are.
| [[#Ethanol Production|Ethanol Production]]
 
|- id="Anaerobic Metabolism"
| <font color=green>Anaerobic Metabolism</font>
| Your lungs feel strangely empty.
| -30
| Prevents you from taking any damage from lack of breathable atmosphere, essentially allowing you to breathe anywhere.
| You gain complete immunity to {{OXY}} damage and atmospheric gases. Note that you will still inhale and be touched by chemical smokes.
| [[#Frontal Gyrus Suspension|Frontal Gyrus Suspension]]
 
|- id="Chitinoarmis Durescutis"
| <font color=green>Chitinoarmis Durescutis</font>
|You feel your skin harden.
| -5
|Your skin hardens, giving you 2 melee protection to both head and body. For comparison, security body armor gives 6 melee protection.
|Gain doubled (4) melee protection instead.
| Cannot degrade.
 
|- id="Cold Resistance"
| <font color=green>Cold Resistance</font>
|You feel warm.
| -10
|You are immune to low temperature and ice. While your body temperature can still drop to freezing and below (allowing you still benefit from [[Chemicals#Cryoxadone|cryoxadone]]), you won't be slowed down. You have a noticeable blue aura.
| You are additionally immune to slipping on ice.
| [[#Dermal Glitter|Dermal Glitter]]
 
|- id="Fire Resistance"
| <font color=green>Fire Resistance</font>
|You feel cold.
| -10
| You are immune to fires and atmospheric heat.
| You gain a 50% resistance to all {{BURN}} damage.
| [[Genetic Mutations#Blazing Aura|Blazing Aura]]


|- id="Gamma Ray Exposure"
|- id="Gamma Ray Exposure"
| Gamma Ray Exposure
| <font color=green>Gamma Ray Exposure</font>
| You feel your muscles swell to an immense size.
| You feel your muscles swell to an immense size.
|<font color=green>Beneficial</font>
| -25
| -25
| Your skin turns green, and your punches knock people away from you and do more damage. Your fists can instantly break tables, asteroid rock, wooden doors (but not any other doors), and grilles if they've fairly low health, and they can break windows, walls, and [[Syndicate Items#Clown Car|clown cars]] with enough time. Watch your health; if you get too hurt, your muscles will shrink back down.  
| Your skin turns green, and your punches have a chance to knock people away from you as well as do 5 to 10 more damage. Your fists can instantly break tables, asteroid rock, wooden doors (but not any other doors), and grilles if they've fairly low health, and they can break windows, unreinforced walls, and [[Syndicate Items#Clown Car|clown cars]] with enough time. You can pull corpses, people you've grabbed, people who aren't on {{Help}} intent, and things that contain either with no slowdown. Watch your health; if you get too hurt, your muscles will shrink back down.
| Your muscles no longer shrink when significantly damaged.
| [[#Musculature Enhancement|Musculature Enhancement]]
 
|- id="Hemopoiesis Overdrive"
| <font color=green>Hemopoiesis Overdrive</font>
| You feel like being stabbed isn't such a big deal anymore.
| -5
| When you have less than 500 units of blood in you, you regenerate blood faster than usual at around 4 units per second. Stacks with [[Chemicals#Filgrastim|filgrastim's]] blood regen.
| Blood gain is doubled.
| Cannot degrade.
 
|- id="Lateral Undulation"
| <font color=green>Lateral Undulation</font>
|You feel like you could propel yourself on your belly with a good wiggle.
| -5
| Move faster when laying on the floor. Not faster than walking, however.
| None
| Cannot degrade.


|- id="X-Ray Vision"
|- id="Lipid Stores"
| X-Ray vision
| <font color=green>Lipid Stores</font>
| You suddenly seem to be able to see through everything.
| You feel like you can store away some food and drink for later.
|<font color=green>Beneficial</font>
| -5
| -30
| RP only effects. Whenever you are at your full food and/or water motive, drinking/eating more will store the excess. Whenever those motives would go down, use the excess instead.
| Basically wearing [[Engineering Objects#Optical Meson Scanner|Optical Meson Scanners]] and [[Security Objects#Optical Thermal Scanner|Optical Thermal Scanners]] at the same time, as it lets you can see through walls and see [[Syndicate Items#Cloaking Device|cloaked people]]. Doesn't decrease or remove darkness, but it also doesn't increase the darkness of areas beyond your normal line of sight, unlike mesons.
| None
| Cannot degrade.
 
|- id="Manusclavis felidunguus"
| <font color=green>Manusclavis felidunguus</font>
|Your arms start to feel strange and clumsy.
| -5
|You get critter claws, and their benefits / detriments. More to be added.
|None
| Cannot degrade.
 
|- id="Manuschela Crustaceaformis"
| <font color=green>Manuschela Crustaceaformis</font>
|You feel like your arms are oddly firm.
| -5
|You get pincer claws, and their benefits / detriments. More to be added.
|None
| Cannot degrade.
 
|- id="Meta-Neural Antenna"
| <font color=green>Meta-Neural Antenna</font>
| Your head is full of odd chatter.
| -5
| You can hear the general radio channel (145.9) without a headset.
| You can hear all radio channels without a headset. Or rather, almost all, since there some channels you still won't hear, namely the ones used by  [[Gang|Gangsters]], [[Nuclear Operative|Nuclear Operatives]], and (if they spawn somehow) [[Conspirator|Conspirators]]. The machinetalk used by [[Artificial Intelligence|AIs]] and [[Cyborg|Cyborgs]] are not radio channels, so this mutation doesn't give you access to it.
| [[#Spatial Destabilization|Spatial Destabilization]]
 
|- id="Meta-Neural Enhancement"
| <font color=green>Meta-Neural Enhancement</font>
| Your mind feels closed.
| 0
| You cannot be mind-read or telepathically spoken to. Doesn't affect the [[Admin|admin]]'s telepathy, obviously.
| You become immune to the psychic blasts of certain hostile space creatures.
| [[#Paranoia|Paranoia]]
 
|- id="Musculature Enhancement"
| <font color=green>Musculature Enhancement</font>
| You feel buff!
| -5
| You gain a slight strength bonus to mining. Also negates the speed penalty from pulling objects somewhat. Maybe it has other uses...
| You feel less pain, being able to move as though you were 50 HP points healthier.
| Cannot degrade.


|- id="High Decay Digestion"
|- id="Natural Anti-Toxins"
| High Decay Digestion
| <font color=green>Natural Anti-Toxins</font>
| Your stomach grumbles unpleasantly.
| Your pulse seems to relax.
|<font color=red>Harmful</font>
| -10
| -10
| Your farts create clouds of jenkem, which goes straight into the bloodstream of anyone who breathes it in.
| Purges 3.3u of all chemicals in your bloodstream each tick. Note that this is not exclusive to poisons; it affects '''all''' chemicals, and the chemicals are outright removed, not metabolized. Note: This mutation cannot be removed with mutadone.
| Doubles the rate of chemical purging to 6.6u per tick.
| [[#Blood Toxification|Blood Toxification]]


|- id="Obesity"
|- id="Night Vision"
|Obesity
| <font color=green>Night Vision</font>
|You feel bloated and lethargic.
| Everything suddenly appears oddly lit.
|<font color=red>Harmful</font>
| -15
| +5
| Darkness is greatly reduced in an area around you. Pitch-black areas will still appear dim, though not enough to significantly reduce visibility.
|Is fat. You are so fat that people may struggle to push your fat ass out of the way. Some of your clothes may also rip due to your extreme girth. Also makes it harder to [[Changeling|find your neck]].
| The area around you in which you can see in darkness is increased, allowing you to functionally see your entire screen even in pitch blackness.
| [[#Diminished Optic Nerves|Diminished Optic Nerves]]
 
|- id="Noir"
| <font color=green>Noir</font>
| You feel chromatic pain.
| 0
| Your whole body, including any held and worn items, becomes completely grayscale.
| Your vision also becomes grayscale.
| Cannot degrade.


|- id="Self Biomass Manipulation"
|- id="Physically Fit"
| Self Biomass Manipulation
| <font color=green>Physically Fit</font>
| Your skin and joints feel loose.
| You feel slightly more energetic.
| <font color=red>Harmful</font>
| -5
| -5
|You can turn yourself into a liquid. If it's not Synchronized, your flesh melts off your body; RIP. If it ''is'' Synchronized, it's a genetic version of the wizard's Phase Shift; beware however that if it backfires, even when synchronized, you are still killed instantly. <b>However,</b> due to the way the chance of a backfire is calculated, using this power even at <b>relatively high</b> genetic stability(anything less than 100) can still kill you, so be warned! (Note: This power used to trigger the unsynchronized effect if you were anywhere on the [[Z-level|Restricted area]], but now it simply states that "you cannot seem to turn incorporeal here.")
| Your max stamina is increased by 30, and your stamina regen is increased by 2.
| Stamina increases are doubled.
| Cannot degrade.


|- id="Incendiary Mitochondria"
|- id="Radiation Resistance"
| Incendiary Mitochondria
| <font color=green>Radiation Resistance</font>
| You feel like you are burning up.
| {{N/a}}
|<font color=red>Harmful</font>
| -15
| You gain a 75% resistance against radiation.
| You are almost entirely immune to [[Doctoring#Radiation sickness|ionizing radiation]]. While you'll still get the Irradiated status effect, you don't suffer the majority of the resulting mutations or the associated {{TOX}} and {{BRUTE}} (in the case of neutron radiation) damage. They still occur though
| [[#Radioactive|Radioactive]]
 
|- id="Regeneration"
| <font color=green>Regeneration</font>
| Your skin feels tingly and shifty.
| -25
| Every few seconds, you slowly heal 1 {{BRUTE}} and 1 {{BURN}} and have a 0.4% chance to a regain a lost limb. If you are missing both a leg and arm, regeneration prioritizes the arms and won't regrow legs until you have two arms again.  
| You heal twice as much, and have double the chance to regrow a lost limb.
| [[#Mutagenic Field|Mutagenic Field]]
 
|- id="SMES Human"
| <font color=green>SMES Human</font>
|Your hair stands on end.
| -15
|You are protected from electrical energy. Useful when the [[AI]] is shocking everything or a malicious Engineer has hotwired the engine and you are lacking [[Engineering Objects#Insulated Gloves|insulated gloves]]. This also prevents you from gaining a magnetic field in the [[Random Events#Bio-Magnetic Field|Bio-Magnetic Field event]].
| You also gain 40% disorient resistance, making you more difficult to stun.
| [[#Motor Neuron Signal Enhancement|Motor Neuron Signal Enhancement]]
 
|- id="Thermal Resistance"
| <font color=green>Thermal Resistance</font>
|{{N/a}}
| -10
| -10
| You set yourself on fire and become a human torch. This is a very bad thing if you don't want to burn alive. If you have Heat Resistance this will instead fizzle and do nothing.
| You gain a 50% resistance to heat and cold and also gain immunity to space damage, allowing you to spacewalk without a suit.
| You gain the full fire immunity of [[Guide to Genetics#Fire Resistance | fire resistance]] and the full cold immunity of [[Guide to Genetics#Cold Resistance | cold resistance]]
| [[#Thermal Vulnerability|Thermal Vulnerability]]


|- id="Epilepsy"
|- id="Toxic Resistance"
| Epilepsy
| <font color=green>Toxic Resistance</font>
| You twitch.
| You feel refreshed and clean.
|<font color=red>Harmful</font>
| -30
| You take 66% less {{TOX}} damage from all sources.
| You are completely immune to {{TOX}} damage.
| [[#Blood Toxification|Blood Toxification]]
 
|- id="X-Ray Vision"
| <font color=green>X-Ray Vision</font>
| You suddenly seem to be able to see through everything.
| -20
| Basically wearing [[Engineering Objects#Optical Meson Scanner|Optical Meson Scanners]], as it lets you can see through walls. Doesn't decrease or remove darkness, but it also doesn't increase the darkness of areas beyond your normal line of sight, unlike mesons. You are also capable of wearing things that normally obstruct your sight without it doing so, such as blindfolds.
| You additionally gain the power to see organics through walls, similar to wearing [[Security Objects#Optical Thermal Scanner|Optical Thermal Scanners]], and see through the invisibilty cloak from [[Syndicate Items#Cloaking Device|cloaking devices]], [[#Chameleon|Chameleon]], and [[#Cloak of Darkness|Cloak of Darkness]].
| [[#Diminished Optic Nerves|Diminished Optic Nerves]]
|}
 
===<font color=red>Harmful</font>===
Bad mutations that will most likely give stability. If you want to be a true stability freak, you'll have to pick your poison.
{| class="mw-collapsible wikitable sortable"
!Mutation
!Message
!Stability
!Effect
!Empowered Effect
 
|- id="Anemia"
| <font color=red>Anemia</font>
| You feel lightheaded.
| +10
| +10
| You will occasionally have seizures, being stunned on the floor for the duration of them. You will shake violently, and due to a bug the twitching will persist even after the mutation is removed.
| Your body can now accommodate only 400 units of blood, and if it goes over that, it quickly loses it. As a result, you'll often be at risk of entering [[Doctoring#Shock|shock]], and [[Doctoring#Bleeding|bleeding]] out is more dangerous.
| No change.
 
|- id="Blindness"
| <font color=red>Blindness</font>
| You can't see anything.
| +20
|You no longer see action messages about what you and other people are doing and cannot see anything beyond a very small distance from you, but are immune to most forms of [[Doctoring#Eye|eye damage]]. You can still interact with things via right-click menu, and you can click on pills/patches/auto-injectors in-hand to use them on yourself, but you otherwise can't do much. To fix this without modifying DNA, you can equip a pair of [[Medical Objects#VISOR|VISOR Goggles]].
| No change.
 
|- id="Blood Toxification"
| <font color=red>Blood Toxification</font>
| You feel really sick...
| +15
| You occasionally (25% chance every few seconds) suffer one unit of toxin damage.
| No change.


|- id="Chronic Cough"
|- id="Chronic Cough"
| Chronic Cough
| <font color=red>Chronic Cough</font>
| You feel an irritating itch in your throat.
| You feel an irritating itch in your throat.
|<font color=red>Harmful</font>
| +5
| You occasionally cough, dropping anything in your hands.
| No change.
 
|- id="Chronic Sneezing"
| <font color=red>Chronic Sneezing</font>
| You feel an irritating itch in your nose.
| 0
| 0
| You occasionally cough, dropping anything in your hands.
| You sometimes sneeze, causing you to drop whatever you where holding.
| No change.
 
|- id="Deafness"
| <font color=red>Deafness</font>
| It's quiet. Too quiet.
| +20
|You can't hear anything and are immune to most forms of [[Doctoring#Ear|ear damage]]. Blessed silence may come as a relief once you've gotten sick of the regular radio chatter. To fix this without modifying DNA, you can equip an [[Medical Objects#Auditory Headset|auditory headset]].
| No change.


|- id="Diminished Optic Nerves"
|- id="Diminished Optic Nerves"
| Diminished Optic Nerves
| <font color=red>Diminished Optic Nerves</font>
| Your vision blurs.
| Your vision blurs.
|<font color=red>Harmful</font>
| +5
| +5
| Your vision becomes blurred, and darkened outside a small radius. Can be counteracted with [[Medical Objects#Prescription Glasses|Prescription Glasses]].
| Your vision becomes blurred, and darkened outside a small radius. Can be counteracted with [[Medical Objects#Prescription Glasses|Prescription Glasses]].
| No change.
|- id="Dyspraxia"
| <font color=red>Dyspraxia</font>
| You feel kind of off-balance and disoriented.
| +15
|In short, you're clumsy. Several actions have a flat chance to comically backfire, often harming you or causing extra damage. For example, you might accidentally start cuffing yourself when [[Security Objects#Handcuffs|cuffing]] others, jab yourself while using a fork, and shoot yourself when firing a gun. Conducting [[Doctoring#Surgery|surgery]] and handling [[Murder#Grenades|grenades]] and [[Murder#Guns|guns]] become particularly dangerous. One upside: this lets you put [[General Objects#Crayon|crayons]] in [[Clothing#Clown Shoes|clown shoes]] to crayon-walk!
The [[Clown]] spawns with a variant of this mutation that cannot be cured. Different from the "Dyspraxia" caused by the [[Wizard#Offensive|Wizard spell Clown's Revenge]].
| No change.
|- id="Deuteranopia"
| <font color=red>Deuteranopia</font>
| Everything starts looking a lot less green.
| 0
| You can't tell the difference between red and green, and everything else looks a lot more amber.
| No change.
|- id="Electromagnetic Field"
| <font color=red>Electromagnetic Field</font>
| None.
| +10
| Tiny, 1 tile, EMP bursts occasionally occur within a 2-tile radius around you. These EMPs can and often do hit the tile you're on, and they cause the same effects as the [[Syndicate Items#EMP Grenades|EMP grenades]] (radios malfunctioning, batteries draining, etc.)
| No change.
|- id="Ethanol Production"
| <font color=red>Ethanol Production</font>
| You feel drunk!
| +5
| You constantly produce ethanol in your bloodstream, slowly making you extremely drunk.
| No change.
|- id="High Decay Digestion"
| <font color=red>High Decay Digestion</font>
| Your stomach grumbles unpleasantly.
| -10
| Your farts create clouds of toxic gas, which turn into [[Chemicals#Compost|compost]] when inhaled by anyone without this gene.
| Your farts contain additional [[Chemicals#Toxin | toxin]]. Gross. You will also inhale this without internals or [[#Anaerobic Metabolism|Anaerobic Metabolism]].
|- id="Motor Neuron Signal Enhancement"
| <font color=red>Motor Neuron Signal Enhancement</font>
| One of your limbs feels a bit strange and twitchy.
| +20
| A random limb, chosen upon mutation acquirement, proceeds to strangle you, kick you in the head, and do various other harmful actions.
| No change.
|- id="Meta-Neural Haze "
| <font color=red>Meta-Neural Haze</font>
| {{N/a}}
| -5
| Your character can't be examined unless the examiner is adjacent to you.
| Your character can't be examined at all.
|- id="Mutagenic Field"
| <font color=red>Mutagenic Field</font>
| Your flesh begins to warp and contort weirdly!
| -35
| You occasionally spontaneously mutate, with a 25% chance of receiving a bad mutation, and a 5% chance to receive a good one every life cycle (4 seconds).
| No change.


|- id="Adrenaline Rush"
|- id="Narcolepsy"
| Adrenaline Rush
| <font color=red>Narcolepsy</font>
| You feel hype!
| You feel sleepy.
| <font color=green>Beneficial</font>
| +15
| You randomly to fall asleep.
| No change.
 
|- id="Nectar Perspiration"
| <font color=red>Nectar Perspiration</font>
| Your guts are rumbling
| +10
| A swarm of tiny lil' bees surrounds you. These bees sometimes sting you at any time, giving you [[Chemicals#Histamine|histamine]]. Wearing either an [[Clothing#Apiculturist's Suit|apiculturist's suit]] or [[Clothing#Apiculturist's Hood|hood]] halves the chance of getting stung by your own bees; wearing both prevents it entirely. Otherwise, wearing armor (or any other form of protection) does not prevent from being stung. Sadly, the bees can't sting others.
| No change.
 
|- id="Pseudonecrosis"
| <font color=red>Pseudonecrosis</font>
| {{N/a}}
| -5
| -5
| You get an activated ability that allows you to recover from stuns by putting various stimulating and painkilling drugs in your bloodstream. Also one of the only genetic mutations that can be used while incapacitated.
| You are recognized as dead by all medical scanners and machinery.
| You appear visually dead when laying down. (This means anyone examining you will see *[Your name] is limp and unresponsive, a dull lifeless look in their eyes.*)
 
|- id="Physically Unfit"
| <font color=red>Physically Unfit</font>
| You feel slightly less energetic.
| +10
| Your max stamina is reduced by 30, and your stamina regen is reduced by 2.
| No change.


|- id="Anaerobic Metabolism"
|- id="Polycythemia"
| Anaerobic Metabolism
| <font color=red>Polycythemia</font>
| Your lungs feel strangely empty.
| Your breathing quickens.
| <font color=green>Beneficial</font>
| +10
| -40
| If you have less than 600 units of blood in you, you regain blood at an accelerated rate (3 units per second, compared to just 1 per second), until you reach 600 units. Doesn't seem too bad, until you starting developing hypertension from your heart having to pump to all that blood...
| Prevents you from taking any damage from lack of oxygen and inhaling harmful gases like plasma (but not [[Chemistry#Smoke Powder|chemical smokes]], you still need internals for those!). If this mutation is received while taking suffocation damage, your damage "locks" to its current value. So if you were unable to talk due to lack of breath, you continue to gasp your way through the world until the mutation is removed.
| No change.
 
|- id="Protanopia"
| <font color=red>Protanopia</font>
| Everything starts looking a lot more yellow.
| 0
| You can't see the color red and, to some extent, green. Instead you see yellow. [[Werewolf|Werewolves]] have this when transformed.
| No change.
 
|- id="Radioactive"
|<font color=red>Radioactive</font>
|You feel a strange sickness permeate your whole body
| -10
|You suffer from radiation sickness and cause the same to nearby people. May also give you more bad mutations. Roachpeople are fully immunity to these effects.
| No change.
 
|- id="Spatial Destabilization"
| <font color=red>Spatial Destabilization</font>
| You feel a bit out of place.
| -10
| You hiccup and teleport at random. Fortunately you can't teleport onto space tiles. Unfortunately you ''can'' teleport onto things ''covering'' space tiles, like catwalks.
| No change.
 
|- id="Stupefaction"
| <font color=red>Stupefaction</font>
| You twitch.
| +10
| You will occasionally be stunned for a few seconds and be knocked down to the floor.
| No change.
 
|- id="Tinnitus"
| <font color=red>Tinnitus</font>
| You hear a ringing in your ears.
| 0
| Occasionally, you hear a ringing sound in your ears, similar to that of a [[General Objects#Phone|phone]] ringing. It persists even if you are deaf.
| No change.
 
|- id="Tritanopia"
| <font color=red>Tritanopia</font>
| Everything starts looking a lot less blue.
| 0
| You can't tell the difference between blue and green, and everything else looks a bit more desaturated.
| No change.
 
|- id="Radioactive Farts"
| <font color=red>Radioactive Farts</font>
| You feel a strange energy radiate from your bowels
| -10
| Instead of [[Gas#Fart|fart gas]], your farts create fallout, a radioactive gas.
| No change.
|}
 
===<font color=blue>Harmless</font>===
Silly mutations that have no effect other than making you look or act funny.
{| class="mw-collapsible wikitable sortable"
!Mutation
!Message
!Stability
!Effect
!Empowered Effect
 
|- id="Achromia"
| <font color=blue>Achromia</font>
| {{N/a}}
| 0
| Your skin becomes completely grayscale.
| No change.
 
|- id="Apocrine Enhancement"
| <font color=blue>Apocrine Enhancement</font>
| You feel sweaty.
|0
|You get a serious case of the stinks, causing people nearby to get ''wonderful'' messages about how nice the room smells.
| No change.


|- id="Apidae Metabolism"
|- id="Apidae Metabolism"
| Apidae Metabolism
| <font color=blue>Apidae Metabolism</font>
| You feel buzzed.
| You feel buzzed.
| <font color=blue>Harmless</font>
| 0
| 0
| Doesn't seem to do anything at first. However, if sugar is put into the bloodstream through any means, it has...interesting effects.
| Doesn't seem to do anything at first. However, if sugar is put into the bloodstream through any means, it has...interesting effects.
| No change.


|- id="Booster Gene"
|- id="Cranial Keratin Formation"
| Booster Gene
| <font color=blue>Cranial Keratin Formation</font>
| N/A
| A pair of horns erupt from your head.
| ?
|0
| ?
|You look (more) like a doofus.
| Booster Genes are a group of five different, mysterious genetic mutations that, on their own, do absolutely nothing. However, they are said to interact with other activated genes in various and interesting ways.
| No change.


|- id="Constricted Larynx"
|- id="Constricted Larynx"
| Constricted Larynx
| <font color=blue>Constricted Larynx</font>
| ...you feel like being quiet...
| ...you feel like being quiet...
| <font color=blue>Harmless</font>
| 0
| 0
| <small>Your text becomes really, really small.</small>
| <small>Your text becomes really, really small.</small>
| No change.


|- id="Corprolalia"
|- id="Coprolalia"
| Corprolalia
| <font color=blue>Coprolalia</font>
| You can't seem to shut up!
| You can't seem to shut up!
| <font color=blue>Harmless</font>
| 0
| 0
| You randomly shout random swear words.
| You randomly shout random swear words.
| The maptext (aka flying chat or floating chat) for your outbursts is bolded. Maptext for normal speech remains the same.
|- id="Chronal Additive Inversement"
| <font color=blue>Chronal Additive Inversement</font>
| You feel as if you're impossibly young.
| 0
| Flips the sign of your age, essentially making it negative if it was positive or positive if it was somehow negative, e.g. 30 becomes -30. (In fact, "additive inversement" is just a fancy way of saying sign change). If removed, flips it again, hopefully setting you back to normal. This causes some...interesting effects on the pitch of your voice clips.
| No change.


|- id="Dactyl Crystalization"
|- id="Dactyl Crystalization"
| Dactyl Crystalization
| <font color=blue>Dactyl Crystalization</font>
| Your fingers and toes turn transparent and crystalline.
| Your fingers and toes turn transparent and crystalline.
| <font color=blue>Harmless</font>
| 0
| 0
| Changes your snap and slap noises. This doesn't mean you can't still snap your fingers off!
| Changes your snap and slap noises. This doesn't mean you can't still snap your fingers off!
| No change.


|- id="Dermal Glitter"
|- id="Dermal Glitter"
| Dermal Glitter
| <font color=blue>Dermal Glitter</font>
| Your skin looks all blinged out.
| Your skin looks all blinged out.
| <font color=blue>Harmless</font>
| 0
| 0
| You sparkle as if you're carrying an item made of gold.
| You sparkle as if you're carrying an item made of gold.
| No change.


|- id="Dimensional Shift"
|- id="Dwarfism"
| Dimensional Shift
| <font color=blue>Dwarfism</font>
| You begin to see a small blue light...
| Did everything just get bigger?
| <font color=green>Beneficial</font>
| -20
| You can enter a pocket dimension, rendering you immune to any and all outside events, but you're unable to move while within this space until you exit. Basically, an indestructible, incorporeal closet on command. Any effects that are doing damage to you such as a heart attack or damage from poison still happen.
 
|- id="Ethanol Production"
| Ethanol Production
| You feel drunk!
| <font color=red>Harmful</font>
| 0
| 0
| You constantly produce ethanol in your bloodstream, slowly making you extremely drunk.
| You are shorter. More specifically, the games cuts off a couple of rows of pixels in your sprite's leg area, so you should ''mostly'' look alright. This can combine with [[#Body Type Mutation|Body Type Mutations]], so you have dwarf monkeys, dwarf lizards, etc. You also get an extra 10% heat and cold resistance.
| You're even shorter. Thermal resistances don't change though.


|- id="Healing Touch"
|- id="Glowy"
| Healing Touch
| <font color=blue>Glowy</font>
| Your hands radiate a comforting aura.
|Your skin begins to glow softly.
| <font color=green>Beneficial</font>
|0
| -10
| You permanently emit a light with a random color and intensity.
| You gain an ability that can heal an adjacent human for a small amount of damage.
| You glow brighter.


|- id="High-Pressure Larynx"
|- id="High-Pressure Larynx"
| High-Pressure Larynx
| <font color=blue>High-Pressure Larynx</font>
| YOU SUDDENLY FEEL LIKE SHOUTING A WHOLE LOT!!!
| YOU SUDDENLY FEEL LIKE SHOUTING A WHOLE LOT!!!
| <font color=blue>Harmless</font>
| 0
| 0
| '''<big>YOUR TEXT BECOMES REALLY LARGE</big>'''
| '''<big>YOUR TEXT IS ALWAYS CAPITALIZED</big>'''
| No change.


|- id="Irritable Bowels"
|- id="Irritable Bowels"
| Irritable Bowels
| <font color=blue>Irritable Bowels</font>
| Your guts are rumbling.
| Your guts are rumbling.
| <font color=blue>Harmless</font>
| 0
| 0
| You automatically and intermittently fart.
| You automatically and intermittently fart.
 
| No change.
|- id="Meta-Neural Antenna"
| Meta-Neural Antenna
| Your head is full of odd chatter.
| <font color=green>Beneficial</font>
| -5
| You can hear the common radio channel (145.9) without a headset.
 
|- id="Midas Touch"
| Midas Touch
| Your hands sparkle and gleam.
| <font color=green>Beneficial</font>
| -5
| You gain the ability to turn certain items into solid gold! This includes your own butt (and other limbs). Just don't expect to get super-rich from selling your transmuted gold bars; the traders can tell that it wasn't originally genuine gold.
 
|- id="Motor Neuron Signal Enhancement"
| Motor Neuron Signal Enhancement
| One of your limbs feels a bit strange and twitchy.
| <font color=red>Harmful</font>
| +20
| A random limb, chosen upon mutation acquirement, proceeds to strangle you, kick you in the head, and do various other harmful actions.
 
|- id="Musculature Enhancement"
| Musculature Enhancement
| You feel buff!
| <font color=green>Beneficial</font>
| 0
| You gain a slight strength bonus to mining. Also negates the speed penalty from pulling objects somewhat. Maybe it has other uses...
 
|- id="Narcolepsy"
| Narcolepsy
| You feel sleepy.
| <font color=red>Harmful</font>
| +5
| You randomly to fall asleep.
 
|- id="Natural Anti-Toxins"
| Natural Anti-Toxins
| Your pulse seems to relax.
| <font color=green>Beneficial</font>
| -15
| Increases the depletion rate of all chemicals in your bloodstream. Note that this is not exclusive to poisons; it affects '''all''' chemicals.


|- id="Paranoia"
|- id="Paranoia"
| Paranoia
| <font color=blue>Paranoia</font>
| They're out to get you!
| They're out to get you!
| <font color=blue>Harmless</font>
| 0
| 0
| You automatically and intermittently scream.
| You automatically and intermittently scream.
| No change.


|- id="Photokinesis"
|- id="Temporal Displacement"
| Photokinesis
| <font color=blue>Temporal Displacement</font>
| Everything seems too dark!
| You feel as if you're impossibly young.
| <font color=green>Beneficial</font>
| -5
| You can create a radiant point of light.
 
|- id="Polymorphism"
| Polymorphism
| You don't feel entirely like yourself somehow.
| <font color=green>Beneficial</font>
| -15
| You can take on the appearance and name of a crewmember by touching them.
 
|- id="Pseudonecrosis"
| Pseudonecrosis
| N/A
| <font color=green>Beneficial</font>
| -5
| You are recognized as dead by all medical scanners and machinery.
 
|- id="Regeneration"
| Regeneration
| Your skin feels tingly and shifty.
| <font color=green>Beneficial</font>
| -40
| You slowly regenerate brute and burn damage and regain lost limbs over time.
 
|- id="Spatial Destabilization"
| Spatial Destabilization
| You feel a bit out of place.
| <font color=red>Harmful</font>
| -15
| You teleport at random. Fortunately you can't teleport onto space tiles. Unfortunately you ''can'' teleport onto things ''covering'' space tiles, like catwalks.
 
|- id="Toxic Resistance"
| Toxic Resistance
| You feel refreshed and clean.
| <font color=green>Beneficial</font>
| -40
| Your current toxin damage is "locked", and you are immune to any further toxin damage. You will still be susceptible to any other effects of poisons, such as radiation, burn damage, stuns, and suffocation.
 
|- id="Unstable Refraction"
| Unstable Refraction
| N/A
| <font color=red>Harmful</font>
| -15
| You randomly flicker in and out of invisibility at random. (Unable to get currently)
 
|- id="Meta-Neural Haze "
| Meta-Neural Haze
| N/A
| <font color=blue>Harmless</font>
| -5
| Your character can't be Examined.
 
|- id="Brown Note"
|Brown Note
|You feel mischievous!
|<font color=blue>Harmless </font> (Mostly)
| -15
|You can produce a sound that makes others around you fart. Be careful around bibles!
 
|- id="Mass Emesis"
|Mass Emesis
|You feel sick.
|<font color=green>Beneficial</font>
| -10
|You can expel whatever chemicals were in your bloodstream as a beam of vomit. Anyone caught in the beam absorbs the chems.
 
|- id="Ink Glands"
|Ink Glands
|You feel artistic.
|<font color=green>Beneficial</font>
| -2
|You can expel modified melanin.
 
|- id="Fire Breath"
|Fire Breath
|Your throat is burning!
|<font color=green>Beneficial</font>
| -10
|You can exhale fire.
 
|- id= "Erebokinesis"
|Erebokinesis
|Everything seems too bright!
|<font color=green>Beneficial</font>
| -5
|You can snuff out all light in an area, akin to a [[Artifact Research|darkness artifact.]]
 
|- id="Mutagenic Field"
| Mutagenic Field
| Your flesh begins to warp and contort weirdly!
| <font color=red>Harmful</font>
| -50
| You occasionally spontaneously mutate and may cause others nearby to do the same, with a higher chance of receiving bad mutations than good.
 
|- id="Blood Toxification"
| Blood Toxification
| ...you feel sick.
| <font color=red>Harmful</font>
| 0
| 0
| You occasionally suffer one unit of toxin damage.
| Every few seconds, sets your age to random number between -80 and 80, indirectly shifting the pitch of your voice clips.
| No change.
|}


|- id="Monkeyspeak"
| Monkeyspeak
| You feel one with the jungle!
| <font color=green>Beneficial</font>
| 0
| You can understand the chimpering of monkeys.


|- id="Night Vision"
=== Body Type Mutations ===
| Night Vision
| Everything suddenly appears oddly lit.
| <font color=green>Beneficial</font>
| -25
| Darkness is greatly reduced. Pitch-black areas will still appear dim, though not enough to significantly reduce visibility.
|}


=== Body Type Genetics ===
Body Type Mutations cosmetic Mutations that change your '''Body''', '''Appearance''' or even [[Race]]. You can only have one active at a time. You can activate these through the [[Guide to Genetics#Body|'''Body''']] menu or just like any other Mutation.
Various, harmless, completely cosmetic mutations that make your character look like various things such as a lizard person or a giant roach. Can only have one at a time. They have no stability penalty. Once you've researched them, you can activate these through the [[#Body|''Body'']] menu, in addition to the activators and DNA block methods.


While different [[Admin]]s have different policies on whether or not characters with these mutations are human [[Human|under the silicons' eyes]], it is universally agreed that hey are still protected by the [[Rules]]. That means it is not acceptable to kill them just simply because they're a lizardperson or whatever, unlike other servers.
Even if you are not a [[Human]], you are still protected by the [[Rules]].


{| class="wikitable sortable"
{| class="mw-collapsible wikitable sortable"
!Power
!Mutation
!Message
!Message
!Effect
!Effect
|- id="Dwarfism"
| Dwarfism
| Did everything just get bigger?
| You are smaller. At the start of the round, [[Miner]]s may spawn with this mutation.


|- id="Bioluminecent Overdrive"
|- id="Bioluminecent Overdrive"
Line 912: Line 1,364:
|- id="Melanin Stimulator"
|- id="Melanin Stimulator"
| Melanin Stimulator
| Melanin Stimulator
| N/A
| {{N/a}}
| Turns your skin and hair EXTREMELY dark.  
| Turns your skin and hair EXTREMELY dark.  


|- id="Melanin Suppressor"
|- id="Melanin Suppressor"
| Melanin Suppressor
| Melanin Suppressor
| N/A
| {{N/a}}
| Turns your hair and skin to an extremely light shade and makes your eyes red.
| Turns your hair and skin to an extremely light shade and makes your eyes red. Essentially albinism.


|- id="Melanin Eraser"
|- id="Melanin Eraser"
| Melanin Eraser
| Melanin Eraser
| You feel oddly plain.
| You feel oddly plain.
| Turns your hair and skin EXTREMELY light. Essentially albinism.  
| Turns your hair and skin EXTREMELY light. Essentially vampire/pale look. [[Mime]] always spawns with a version of this mutation that cannot be removed.


|- id="Saurian Genetics"
|- id="Saurian Genetics"
| Saurian Genetics
| Saurian Genetics
| Your skin feels oddly dry.
| Your skin feels oddly dry.
| You turn part lizard/reptile. Your skin turns green, and your get a tail, like a T-rex. You also extend every s into a hiss, like a snake.
| You turn part lizard/reptile. You have special [[Roboticist#EyeNormal|eyes]], literally! They can read messages written by infrared pens, their vision in the dark goes 1 tile farther than humans, and they can see through the invisibility cloaks created by [[Guide to Genetics#Chameleon|chameleon]], [[Guide to Genetics#Cloak of Darkness|cloak of darkness]], [[Grinch|Grinches']] ''Cloak'' ability, and [[Vampire|Vampires']] ''Bat Form MkII'' ability (but ''not'' [[Syndicate Items#Cloaking Device|cloaking devices]]).
 
You have a [[Doctoring#Tail Damage|tail]] like a T-rex too, and if it dies or goes missing, you become [[#Dyspraxia|clumsy]] until you get a new tail. Luckily, you can regrow your tail via, naturally, the ''Regrow Tail'' ability, if you've eaten enough of certain organs to afford it. If you already had a tail, ''Regrow Tail'' makes you snap if off and regrow a new one. The ability has a five minute cooldown, i.e. once you use it, you need to wait 5 mins to do it again.
 
In addition, your thermoregulation is significantly slower, at 20% the rate of normal humans (0.025 Kelvin for humans vs 0.005 for lizards). This doesn't mean fire or whatever heats/cools you less; rather it means that your body readjusts its internal temperature in response to those stimuli at a slower pace. You might shiver at room temperature, but wearing a [[Clothing#Winter Jacket|winter jacket]] (or anything with 45% Cold Resistance) will stop that. 
 
The colors for scales, tail, a belly spot, and/or head crest are inherited from your hair colors, and are typically somewhat less saturated. Top detail color influences scales and tail color, the middle detail the belly spot and tail underside, and the top detail the crest. These colors can be changed through genetics, and the belly/head spots can be changed via [[Barber#Barbershop magic 101|hair dye]]. You also extend every 's' into a hiss, like a snake. You are also able to change your colors through two abilities fueled by eating the organs of humans and monkeys.
 
Note: Don't steal peoples' organs unless you're an antagonist, they're okay with it, or they're dead. Crimes in the name of fashion are still crimes!


|- id="Ossification"
|- id="Ossification"
| Ossification
| Ossification
| You feel kinda thin.
| You feel kinda thin.
| All your meat and organs squishes into your bonesturn, turning you into a '''very spooky''' living skeleton. Don't think about it too much.  
| All your meat and organs squish into your bones, turning you into a '''very spooky''' living skeleton who can make [[Foods and Drinks#Hotdog in a Bun|certain hotdogs hop]]. Drinking [[Chemicals#Milk|milk]] also heals a little bit of {{BRUTE}} and {{BURN}}. Your [[Roboticist#EyeNormal|eyes]] look like tiny skulls, which is very strange. You also bleed [[Chemicals#Calcium|calcium]]. Yes, you can drink calcium to restore lost "blood", but stuff like [[Chemicals#Filgrastim|filgrastim]] and similar chems still work as normal. Don't think about it too much, and try not to get addicted to the satisfaction that comes with making spaghetti.  


|- id="Aquatic Genetics"
|- id="Aquatic Genetics"
| Aquatic Genetics
| Aquatic Genetics
| You feel wet and squishy.
| You feel wet and squishy.
| You turn part squidperson/ithillid/starspawn. Your skin turns purple-pink, your eyes turn yellow, and you grow mini-tenacles and fins on your head that allow you move through liquids without slowing down. And, yes, you can breath underwater.
| You turn part squidperson/ithillid/starspawn. Your skin turns purple-pink, your eyes turn yellow, and you grow mini-tentacles and fins on your head that allow you move through liquids without slowing down. And, yes, you can breathe underwater.<br><br>Also, you love brain food, literally. You can gradually repair [[Doctoring#Brain|brain damage]] by eating [[Foods and Drinks#Brainburger|brainburgers]] (and their variants) and "fleshy" brains (e.g. one from a human or a [[Guide to Botany#Synthbrain|synthbrain plant]], but not a [[Roboticist#Odd Crystal|flock brain]] or [[Roboticist#BrainAI|neural net processor]]), since eating them gives you a unique [[Foods and Drinks#Brain Food|Brain Food buff]], though this is rather situational. Also, you don't have to worry about [[Virus#Space Kuru|space kuru]], because if you get infected, the disease immediately becomes asymptomatic. <br><br>While you might be a brain-eating purple humanoid with a faceful of tentacles, you still need to observe some common courtesies. You should avoid brains that will be used for making [[cyborg]]s, and you definitely shouldn't go around murdering people to eat their brains, unless you're an [[antagonist]].


|- id="Blattodean Genetics"
|- id="Blattodean Genetics"
| Blattodean Genetics
| Blattodean Genetics
| You feel like crawling into somewhere nice and dark.
| You feel like crawling into somewhere nice and dark.
| You turn part cockroach, though some say it's more like those ants from ''A Bug's Life'' but brown. A pair of antenna grow on your head, chitin plates grow all over your body, and you get this ''weird'' thorax thing where your butt is. All purely cosmetic, as usual, though you do see slightly better (as in, just one tile further) in the dark than usual.
| You turn part cockroach, though some say it's more like those ants from ''A Bug's Life'' but not as blue. You become mostly immune to most forms of radiation and can see a tile further in the dark than usual and can read messages written by infrared pens, their vision in the dark goes 1 tile farther than humans, and they can see through the invisibility cloaks created by [[Guide to Genetics#Chameleon|chameleon]], [[Guide to Genetics#Cloak of Darkness|cloak of darkness]], [[Grinch|Grinches']] ''Cloak'' ability, and [[Vampire|Vampires']] ''Bat Form MkII'' ability (but ''not'' [[Syndicate Items#Cloaking Device|cloaking devices]]).<br><br>The catch is that sources of blunt and crushing damage (e.g. a [[General Objects#Fire Extinguisher|fire extinguisher]] or a door closing on you but not a [[Engineering Objects#Welder|welder]] or [[Foods and Drinks#Knife|kitchen knife]]) do 1.5 times more damage, making you considerably more vulnerable to blunt-force trauma. <br><br>The color of your exoskeleton is based roughly on the skin tone you chose for your profile in your character setup, with a fair amount of saturation. Similarly, the color of your scelera matches what you set for eye color on your profile.<br><br>Speaking of color, your blood is a bright blue-green, because it's actually [[Chemicals#Hemolymph|hemolymph]]. Blood-related chems like [[Chemicals#Filgrastim|filmgrastim]] work as normal, and [[Vampire]]s and other bloodsuckers can still gain nourishment from you.


|- id="Primal Genetics"
|- id="Primal Genetics"
| Primal Genetics
| Primal Genetics
| You go bananas!
| You go bananas!
| You become a [[Monkey]].
| You become a [[Monkey]]. See that page for more details.
 
|- id="Bovine Genetics
| Bovine Genetics
| You feel like you're ready for some Cow RP.
| You become a cowperson. Specifically, you look like a Holstein Friesian cow, complete with horns and hooves that change color depending on the color you set for Bottom Detail and Mid Detail in character preferences, respectively. You also have special [[Roboticist#EyeNormal|cow eyes]] with horizontal pupils, which you can set the color of in the character setup menu. You have funny *screams, extend your m's a lot, and say "human" instead of "cow", because deep down, you truly think you are one.
 
As a cow, your blood is [[Chemicals#Milk|milk]]; all the other blood-related chemicals still function as normal, and drinking milk does restore blood. Speaking of blood, you start with [[Traits#Hemophilia|hemophilia]], so you tend to bleed more often when it's possible. You can also *milk (no hotkey, so you must do ''say "*milk'' or similar, [[Game FAQ#Emotes|like other emotes]]) to produce milk into a container you're holding or onto the floor, if you aren't holding one. Yes, this means you're actually pouring out your blood, so milking too much can kill you, and the game won't try to stop you until you have absolutely no blood/milk left.
 
Because of your sturdy hooves, you cannot be tripped by glass shards, even plasmaglass ones. Said hooves also make you do an extra 4 damage when [[Guide to Being Robust#Kick|kicking]]. However, they can't fit shoes, so be extra careful when playing [[Janitor]] or [[Clown]]. You can set the color of the bottom of your hooves using the second hair color option in the character setup menu. You also have a tail, and if you lose that, you lose your balance too until it's restored.
 
You are also capable of eating shrubs and plants around the station for nutrition, just how a human would.
 
|- id="Canine Genetics"
| Canine Genetics
| You feel like barking up the wrong tree.
| You become a pugperson, a challenging mutantrace based around your favorite adorable pets. You take double oxy damage and are deathly allergic to chocolate (carry [[spaceacillin|spaceacillin]] if you don't wanna die!), but you carry some benefits as well! You can sprint right up until you're out of stamina, where you'll fall on your face dramatically and hilariously. You also jump at things people throw around you, giving you the fastest (albeit possibly most misdirected) reflexes out there.
 
The real benefits come from pugs' natural detective abilities. You are able to sniff out a very large amount of information from people, using the *sleuth emote.
 
1. Using *sleuth on a mob will tell the pug what color the mob smells like.
 
2. Using *sleuth on an object will tell the pug the color of one of the people that interacted with it and a general idea of how long ago.
 
3. Using *sleuth over and over on the same object will uncover all the colors of the people that interacted with it
 
However, you cannot use this ability if you are poisoned by chocolate! Dying pugs can't be playing detective, but if they are in need of assistance, they can eat the bone that they start with, which is filled with buffs.
 
|}
 
===Booster Gene===
 
Booster Genes are a group of mysterious Mutations that, on their own, do absolutely nothing. However, they interact with other Mutations in various and interesting ways.
 
{| class="mw-collapsible wikitable sortable"
!Mutation
!Effect
 
|- id="Booster Gene X"
| Booster Gene X
| Activates every '''Potential''' Mutation in the organism.
 
|- id="Booster Gene Y"
| Booster Gene Y
| Randomizes the organism's '''Potential''' Mutation and removes all active Mutations. This mutation can remove job-enforced mutations, such as a Mime's muteness, creating a cursed scenario.
 
|- id="Booster Gene Z"
| Booster Gene Z
| Removes all '''Potential''' and active Mutations in the organism.
 
|- id="Booster Gene Q"
| Booster Gene Q
| Has random, unpredictable effects on the organism. Not obtainable naturally.
 
|}
 
===High Complexity DNA===
 
This is a rare mutation which cannot be researched or activated using a DNA Activator, it can also only be Sequenced which means the occupant must be in the GeneTek scanner. When activated and stored in [[Guide to Genetics#Mutation Storage|Mutation Storage]], it serves as a ''wildcard'' for combining '''Stored Mutations''', so you can very easily get some fascinating and rare Mutations this way. When activated it unlocks powerful [[Guide to Genetics#Research|Research]]. If a mutation is used in multiple combinations, then it will prioritize one of the combinations over the others when combined with High Complexity DNA.
 
==Chromosomes==
 
Chromosomes are Mutation modifiers. They can be be spliced with Mutations. Each mutation can only be spliced once. Each time you activate a Mutation you gain 2-5 random Chromosomes. Each GeneTek console has its own Chromosome storage.
 
To splice a Chromosome with a Mutation, click the '''Storage''' tab, scroll down to '''Stored Chromosomes''', pick a Chromosome and click ''Splice''. Find an active or stored Mutation which you want to splice, and click the ''Splice'' button next to it.
 
There are different types of Chromosomes:
* ''Stabilizer'' - Removes the Stability penalty from the Mutation. Can't be added to Mutations which have no Stability penalty.
* ''Synchronizer'' - Makes the Mutation less dangerous to the organism. This has multiple different effects depending on the Mutation it's spliced with. Unfortunately, has an effect with only 6 mutations total.
* ''Weakener'' - Makes the Mutation more ''Reclaim''able and doubles the amount of Research Materials you gain from ''Reclaim''ing.
* ''Reinforcer'' - Makes the Mutation mutadone-proof, meaning that the only way it can be removed is through the GeneTek console.
* ''Power Booster'' - Makes the Mutation more powerful!
* ''Energy Booster'' - Halves the cooldown of any usable powers the Mutation grants.
* ''Camouflager'' - Hides the message associated with gaining a Mutation.
 
==Research==
 
You can buy extra features and upgrades through '''Available Research'''. Research is shared between all GeneTek consoles.
 
In return for slowing down the cloning process with ''Advanced Genetic Analysis'' enabled on the cloner all Research cooldowns are reduced by 5%. Up to two active cloners will reduce the cooldown.
 
{| class="mw-collapsible wikitable sortable"
|-
! Research
! Tier
! Requires
! Time (sec.)
! Cost
! Effect
 
|- id="Gene Sequence Checker"
| Gene Sequence Checker
| 1
| Nothing
| 90
| 50
| Checks how many base pairs are stable. It has a cooldown of one minute. Correct DNA pairs will turn green and incorrect pairs red.
|- id="Gene Booth"
| Gene Booth
| 1
| Nothing
| 60
| 50
| Lets you sell Mutations at the Gene/Genetics Booth, a machine that lets you give out Mutations without leaving Genetics (for the most part). More on that [[#Genetics Booth|here]].
 
|- id="Radiation Dampeners"
| Radiation Dampeners
| 1
| Nothing
| 180
| 80
| Halves the amount of harmful radiation caused by [[Guide to Genetics#Radiation Emitters|Radiation Emitters]].
 
|- id="Advanced Mutation Research"
| Advanced Mutation Research
| 1
| Mutations Researched: 20
| 90
| 50
| Halves the base cost and time of researching a mutation and enables the ability to see, research, and activate advanced mutations. Advanced mutations are generally very powerful and/or unique.
|- id="Biotic Cooling Mechanisms"
| Biotic Cooling Mechanisms
| 1
| Fire, Cold and SMES Resistance
| 90
| 150
| Halve the cooldown times for all equipment.
|- id="Complex DNA Research Efficiency"
| Complex DNA Research Efficiency
| 1
| High Complexity DNA
| 120
| 50
| Research costs and time decrease by 15%.
|- id="Complex DNA Mutation Storage"
| Complex DNA Mutation Storage
| 1
| High Complexity DNA
| 120
| 50<br />
| Adds five saving slots for storing mutations.
|- id="Complex Material Storage"
| Complex Material Storage
| 1
| High Complexity DNA
| 120
| 50
| Increases maximum materials storage by 50.
 
|- id="Complex Gene Booth Acceleration"
| Complex Gene Booth Acceleration
| 1
| High Complexity DNA, [[#Gene Booth|Gene Booth]]
| 120
| 150
| It normally takes 20 seconds for the [[#Genetics Booth|genetics booth]] to give someone a gene, and this upgrade lowers it by 5 seconds. This stacks with additively with [[#Gene Booth Injection Speedup|Gene Booth Injection Speedup]] and [[#Biotic Gene Booth Injection|Biotic Gene Booth Injection]], meaning that with all three upgrades, receiving a mutation from the gene booth only takes 5 seconds.
 
|- id="DNA Reclaimer"
| DNA Reclaimer
| 2
| Gene Sequence Checker
| 240
| 100
| Allows unwanted genes to be converted into research materials. It has a two minute cooldown and has a chance to fail depending on what gene is being reclaimed. If you are at or above the materials cap, you can still reclaim genes, though you won't get materials.
 
|- id="DNA Injectors"
| DNA Injectors
| 2
| Mutations Researched: 20
| 240
| 120
| Allows the manufacture of Injector syringes that can insert Mutations into other subjects. More on those [[#Injectors|here]].
|- id="Emitter Coolant System"
| Emitter Coolant System
| 2
| [[#Radiation Dampeners|Radiation Dampeners]]
| 180
| 120
| Reduces the amount of time required for [[Guide to Genetics#Radiation Emitters|Radiation Emitters]] to cool down.
 
|- id="Gene Booth Injection Speedup"
| Gene Booth Injection Speedup
| 2
| [[#Gene Booth|Gene Booth]]
| 120
| 75
| Decreases the time it takes for the [[#Genetics Booth|genetics booth]] to give someone a mutation by 25%. This normally takes around 20 seconds, so 25% means it saves 5 seconds.
 
|- id="Mutation Storage"
| Mutation Storage
| 3
| DNA Reclaimer
| 300
| 100
| Allows for storage of up to three genes in each GeneTek console's '''Stored Mutations''' for the purposes of combination or transference into new recipients. The Mutations must be researched and activated before storage. Combining '''Stored Mutations''' can produce rare or unique mutations! Experiment!
|- id="Precision Radiation Emitters"
| Precision Radiation Emitters
| 3
| Radiation Dampeners, Emitter Coolant System
| 300
| 150
| Upgrades the [[Guide to Genetics#Radiation Emitters|Radiation Emitters]] in the scanner so they can target single Mutations at a time. The Mutations must have been researched first, and doing this has a longer cooldown and greater irradiation amount than regular DNA scrambling.
|- id="Improved Material Storage"
| Improved Material Storage
| 3
| DNA Reclaimer
| 300
| 125
| Increases the maximum number of research materials to 150.
|- id="Biotic Radiation Dampeners"
| Biotic Radiation Dampeners
| 3
| Radiation Dampeners, Radiation Resistance, Radioactive
| 250
| 100
| Completely removes the harmful effects of the [[Guide to Genetics#Radiation Emitters|Radiation Emitters]].
 
|- id="Biotic Gene Booth Injection"
| Biotic Gene Booth Injection
| 3
| [[#Gene Booth Injection Speedup|Gene Booth Injection Speedup]], [[#Gene Booth|Gene Booth]]
| 180
| 100
| Lowers the time it takes for the [[#Genetics Booth|genetics booth]] to grant a mutation by 25%, or about 5 seconds. This stacks additively with [[#Gene Booth Injection Speedup|Gene Booth Injection Speedup]], so with both upgrades, the genetics booth takes only 10 seconds.
 
|- id="Expanded Mutation Storage"
| Expanded Mutation Storage
| 4
| Mutation Storage
| 450
| 120
| Adds two additional saving slots for Mutations.
|}
|}
Here is the Genetics Research tree, with arrows indicating requirements, in case you want to focus on, say, Precision Radiation Emmiters.
[[File:Genetics-Research-Tech-Tree.png]]


[[Category:Tutorial]]
== Combining Mutations ==
Once you have researched Mutation Storage, active Mutations can be stored and combined to yield new and more useful Mutations. Some of these are only available via combination, whereas others may appear (rarely) as '''Potential''' Mutations. There isn't any penalty to getting an invalid combo, so feel free to experiment and see what results you get! Mutation combinations are not considered secret content, so if you discover one, you aren't required to ask for permission, preface it as spoilers, or otherwise take extra precautions to share it.
 
<!--  Ideally this info would be on the wiki, but this'll do for now. Kinda unprofessional though. Remove when combos are on wiki. -->If you want to skip the discovery part and go straight to learning the combos, you check out this [https://112358sam.github.io/GeneCombos/ unofficial guide].
 
== Lesser-Relevant Menus ==
Alongside '''Potential''', these menus appear when you have someone in the scanner. Compared to '''Research''' and '''Potential''', there's not much to say about these. They still have a purpose, mind you, but they do far less than the other ones. and are way less important.
 
=== Mutations Menu ===
This shows mutations which are active. If you have the [[Guide to Genetics#Mutation Storage|Mutation Storage]] or [[#Gene Booth|Gene Booth]] upgrade, this is where you go to store or sell them. While you have the same '''Potential'' after getting cloned, you lose any active mutations after getting cloned, so people coming out of the cloner usually have this empty, unless the cloner had ''Advanced Genetic Analysis'' enabled.
 
=== Body ===
This lets you change the occupant into a variety of lovely forms depending on what mutations you've researched, such as a lizardman or a giant cockroach. By default, Human and Primal Genetics (monkey) are available.
 
=== Appearance ===
This one opens up a menu just like the one in the Character Selection screen, where you can change the hair style (s), hair color, skin tone, eye color, and various other cosmetic things about the occupant. If you want to give people obnoxious Sailor Moon hair or colorful Rainbow Afros, this is the place (and the only place at that, as this is pretty much the only way to get those unique hair styles). Only appears if whoever's in the scanner is a race that can accept these appearance options, namely humans.
 
== Supplementary Videos==
<youtube>7T4a5FLY6RA</youtube> <youtube>JaXS15NKtGs</youtube>
----
{{Department Guides}}

Latest revision as of 05:42, 7 October 2024

GeneTek Console

Geneticists have access to GeneTek consoles and scanners. These devices can, with enough patience, reward you with superpowers, crippling disabilities, or just amusing Mutations.

GeneTek Console

DNAConsole.png CloningMachineScannerOffV2-32x32.gif

GeneTek console and GeneTek scanner are machines that help Geneticists activate Mutations. Click the GeneTek console to start.

Research Menu

When you click Research the GeneTek console will show:

  • Statistics - Shows amount of Research Materials you have, number of Mutations researched, number of Stored Mutations (if you have the requisite upgrade), and amount of Auto-Decryptors for unlocking locked base pairs
  • Purchase Additional Materials - Where you buy Research Materials using the Research Budget, strategically placed next to the Statistics scanner. You specify how many you're buying through a dial, and the game shows you how much it'll cost, how much money is currently in the Research Budget, and how much will be leftover in said budget after the purchase. Pro-tip: you can click the dial to enter an exact amount.
  • Available Research - Shows Research.
  • Finished Research - Lists finished Research.

Storage

When you click Storage, you will see the following elements:

  • Stored Mutations - Shows Stored Mutations, if unlocked.
  • Stored Chromosomes - Shows stored Chromosomes.
  • DNA Samples - Click View Record to see the Potential of a crew mate. The strings of letters and numbers next to each person's name are blood DNA strings, which Security sometimes uses to conduct forensics.

Equipment Cooldowns

After the GeneTek console is upgraded through Research it will show:

All cooldowns are measured in seconds.

Scanner Occupant

When the GeneTek scanner is occupied, the GeneTek console:

  • Health - Shows occupant's health.
  • Stability - Shows occupant's Stability.
  • Potential - Where you Scramble DNA and view, research, sequence, activate and reclaim Mutations.
  • Mutations - Lists occupant's activate Mutations.
  • Appearance - Change occupant's skin tone, eye color and top, middle and bottom details.
  • Body - Change occupant's Body Type Mutations.

To insert an occupant, either:

  • Click them with Grab intent and click on the GeneTek scanner.
  • Drag and drop their sprite onto the GeneTek scanner sprite.

To eject an occupant, either:

  • Right click on the GeneTek scanner and choose Eject Occupant.
  • Drag and drop the GeneTek scanner sprite onto the floor.

To lock an occupant inside the GeneTek scanner right click on the GeneTek scanner and choose Scanner Lock. The occupant can sometimes break out by flipping (R). To unlock the GeneTek scanner click Scanner Lock again.

There is a finite amount of air in the GeneTek scanner, so it is possible but unlikely for occupants to suffocate.

Radiation Emitters

Re-roll the pool of all Mutations of an occupant. This will cause severe radiation poisoning that will have to be treated. This can not be used on dead organisms and has a cooldown time of three minutes. You use these by clicking the Scramble DNA button in the Scanner tab.

Research Materials

Research Materials are a currency shared by all GeneTek consoles.

You gain Research Materials:

  • Passively, 1 every few seconds; you can increase the gain up to 3 if you enable Advanced Genetic Analysis on up to two cloners.
  • 40 for putting a filled DNA Activator into a GeneTek console.
  • 1 for every 50 credits spent from the Research Budget through the Purchase Additional Materials.

You spend Research Materials on:

Potential

Unknown mutation.png

Every organism has Potential, Unknown Mutations, incomplete and inactive. Potential Mutations are randomized each round, but within a round, they will always be the same, even after death. Only changing identity via stable mutagen or DNA Scrambler can change it. The overarching goal of genetics is to research and activate Potential Mutations among the crew.

To view a crew member's Unknown Mutations, you can either:

  • Go to Storage, scroll down to "DNA Samples", and click View Record for a crew member of your choice.
  • Insert an occupant into the GeneTek scanner, click the Scanner tab, and go down to "Potential Genes".

To research an Unknown Mutation select it and click Research required. After several seconds the research will finish. Each Unknown Mutation only needs to be researched once. The base cost of researching Unknown Mutation is 20 Research Materials.

To activate the Mutation either:

  • Create a DNA Activator and inject it into the subject.
  • Sequence the Mutation and activate it.

When you activate the Potential Mutation of a crew member or player-controlled monkey you are rewarded with:

Activating a Mutation on an NPC human or monkey will not give you the above rewards, though the Mutation will still work as normal.

DNA Activators

DNAActivatorFilledV3.png

DNA Activators activate organism's Potential Mutations. You make DNA Activators by clicking the Activator button, which can be accessed through any of the menus below. You can do this every 20 seconds.

  • Record - Go to Storage, scroll to "DNA Samples", and View Record for someone, and click on a Mutation.
  • Scanner - If you have someone in the scanner. The Activator button is in two places.
    • Potential Genes
    • Active Mutations
  • Mutations
  • Storage - Under "Stored Mutations", assuming you have Mutation Storage unlocked.

If a DNA Activator activates a crew member's Potential Mutation the DNA Activator will turn transparent and become a filled DNA Activator (DNAActivatorFilledV3.png). Click on the GeneTek console with the filled DNA Activator in your active hand to put it in and receive the rewards. If the DNA Activator did not activate a crew member's Potential Mutation, you'll get a useless expended DNA Activator (ExpendedActivatorV2.png).

Sequencing

After you Sequence a Mutation, you can activate a Potential Mutation immediately, without cooldown. To Sequence a Mutation you need to find the missing base pairs. You only need to Sequence each Mutation once. Next time you see the same Mutation, an Autocomplete button will appear. Press it to Sequence the Mutation immediately.

Mutations are composed of base pairs. Bases are represented as letters G, A, C or T (Guanine, Adenine, Cytosine or Thymine). Bases always come in pair. G is always paired with C and base T is always paired up with base A.

You can only Sequence Mutations of GeneTek scanner occupants.

Walkthrough - Sequencing Mutations

Mutation with an unknown Sequence.

First, insert an occupant into the GeneTek scanner. Then, select a Mutation you want to Sequence. You don't have to research the Mutation before Sequencing it.

Filling up half-filled base pairs.

Start off by filling up any half-filled base pairs. A goes with T, G goes with C. ?-G becomes C-G, ?-T turns to A-T and A-? becomes A-T.

Filling up unfilled base pairs.

Next, start working on the unfilled base pairs. G-C is different from C-G, and T-A is different from A-T, so each unfilled base pair has four different possible arrangements. Let's try G-C first and work down the list.

Check Stability shows the guess is incorrect.

With a Gene Sequence Checker you can fill out base pairs, click Check Stability and see if your guess is correct. If the base pairs are correct, they will turn green. If they are wrong they will turn red. Make another base pair guess, wait until Check Stability cools down and see if your guess is correct this time.

If you do not have the Gene Sequence Checker Research, you can make the guesses manually by going through all the sixteen base pair permutations. If you have one person with half of the code for the Mutation and another has the other half, you can compare the two and deduce the complete code, or at least part of it.

Correct guess, but a base pair is locked.

After correctly guessing base pairs it is time to unlock the locked base pair.

Unlocking locked base pairs

Notice a little lock? Click on it to begin a game:

 SCANNER ALERT: Encryption is a 2-character code.
 Possible characters in this code: G C 
 1 auto-decryptions available. Enter UNLOCK as the code to expend one.

If you don't want to play the game, you can type "unlock" and auto-decrypt the lock. You gain 2 auto-decryptors after activating a Mutation on a crew member.

Alternately, a specific chain of letters must be entered to unlock the pair of bases. The only possible combinations here are GG, GC, CG and CC.

If your answer is wrong, the machine will show you how close you are to the correct answer. Let's assume we entered GG and this was the result:

 SCANNER ALERT: Decryption failed.
 0/2 correct characters in entered code.
 0/2 characters in correct position.
 Attempts remaining: 1.
Unlocked and correct!

This shows that there is no G in the code, and thus the code must be CC!

Some codes will be this simple, but others will have up to 4 characters. Some genes will even have multiple locked pairs. Most of the more powerful genes have some of their pairs locked, so it can be worth the effort!

Success! Click Activate and to activate the Mutation!

Injectors

DNAInjectorV3.png

Completing the DNA Injectors research allows the creation of DNA Injectors . When you inject an organism with a DNA Injector they will gain the Mutation even if it was not in their Potential Mutations. However, these do not give any Chromosomes, Research Materials, or auto-decryptors as rewards. It is also important to note DNA Injectors change the organism's Stability!

To make an Injector, pick Create Injector from either Stored Mutations or occupant's Mutations. This can be done every 40 seconds for 30 Research Materials. They share a cooldown timer with Activators, so creating a Injector also prevents you from making an Activator and vice versa.

DNA Injectors are administered similarly to DNA Activators, i.e. you click on the subject while you're holding the Injector to use it on them (The subject can also use it on themselves.) Using one always creates a "filled injector"; these do not give any rewards when redeemed, and it is not possible to make them do so.

Genetics Booth

GeneticsBooth.png

Once the relevant upgrade is researched, it is also possible to grant Mutations through the Gene Booth (also known as the Genetics Booth), a machine that grants Mutations in exchange for money. Through the Gene Booth, you can share Mutations without having to stray from the console.

When you access an occupant's Mutations or Stored Mutations and click on a Mutation, you can choose Sell at Gene Booth to send 5 applications of the Mutation to the Gene Booth for 30 Research Materials. It'll prompt you to set a price in credits and a description. It is possible to sell Mutations spliced with Chromosomes, and genes in the booth can be locked or have their price adjusted by swiping a Captain, Medical Director, or Head of Security ID on the booth.

Similar to Injectors, the Gene Booth can give Mutations not in the recipient's Potential. Receiving a Mutation through the Gene Booth changes their Stability. Because of this, it is common practice to splice Mutations with Stabilizer Chromosomes to nullify the Stability change.

Gene Booth sales go towards the Research budget. You can swipe your ID card on the GeneTek console to siphon a portion of the proceeds to your own account.

The Gene Booth normally takes 20 seconds to give someone a Mutation, but this can be reduced with research.

Mutations

Dnahotbar.png

When you activate a Potential Mutation it becomes an active Mutation. There are a wide variety of Mutations, some commonplace and simple, some extremely powerful and rare. Some are beneficial, some are detrimental, some are situational, and some are just wacky and fun. There are more mutations than those listed here, so feel free to sequence and find Mutations on your own!

When you die you lose all your Mutations, but keep your Potential Mutations. For the cloner in particular, you can also enable the Advanced Genetic Analysis option, so clones keep Mutations they had when they were scanned; this is especially handy for those trying to stick with a certain Body Type Mutation.

Clicking the blue ABIL tab on your hotbar will toggle between standard options and your available Mutation powers.

Mutations are different from Traits.

Stability

Debilitating Mutations often increase Stability while beneficial Mutations decrease it. Gaining a Mutation that was already in your Potential causes no Stability loss or gain, e.g. getting Mutations through the Gene Booth and DNA Injectors can change Stability, while getting them via DNA Activators does not.

Stability determines how often your Mutation powers will work as intended. Every organism starts with 100 Stability. At 100 Stability your Mutation powers will work correctly 100% of the time. At 40 Stability your Mutation powers will work correctly 40% of the time. An example of a mutation not working properly is using Optic Energizer and having it burn your eyes instead of firing lasers.

Having less than 41 stability gives a 5% chance for a random passive mutation to degrade into its opposite counterpart. For example, Toxic Resistance degrades into Blood Toxification. Having less than 21 causes you to randomly gain mutations at the same chance!

Having Stability below 50 also garbles your speech, replacing some letters with g's, u's, l's, and b's, and instead of "[name] says [text]", it's "[name] gurgles [text]". This is a telltale sign that it's time to get some mutadone.

Mutually Exclusive Genes

Some genes belong to 'groups'. For each of these groups, you can only have one gene from that group at once. If you already have a gene from a particular group and another gene from that group is added to you, the new gene will replace the old one. There is a unique exception to this: If you have two potential mutations that are within the same group, they will not override each other, allowing you to have combinations such as Fire Resistance and Ice Resistance, or Blindness and X-Ray Vision.

All mutantraces, or body type mutations, are exclusive with each other.

Group Mutations
Thermal Modifiers Thermal Resistance, Heat resistance, Cold Resistance, Thermal Vulnerability
Toxin Modifiers Toxic Resistance, Blood Toxification
Radiation Modifiers Radioactive, Radiation Resistance
Blood Modifiers Hemopoesis Overdrive, Polycythemia, Anemia
Regenerations Regeneration, Super Regeneration, Lupine Regeneration
Fitness Physically Fit, Physically Unfit
Vision Blindness, Short Sighted, X-Ray Vision (though not Night Vision)

Mutation List

For a complete mutation list that contains super rare, antag specific, or admin-only genes, see the dedicated page on Genetic Mutations.

Frontal Gyrus

Mutations that affect speech patterns. These range from funny to miserable, and have no empowered effects.

Mutation Message Danger Level Stability Effect
Frontal Gyrus Suspension You are unable to express yourself. Harmful +20 You become mute. You are unable to speak, and every attempt at talking just gives you the message "You seem to be unable to speak." The *scream emote (Hotkey: Ctrl + S) no longer makes sound and instead does one of a random set of unique messages describing how you have no voice and must scream. The Mime gimmick job starts with an irremovable version of this, as an enforced vow of silence.
Frontal Gyrus Alteration Type-B You feel Swedish, however that works. Tootelly Hermless, bork bork! 0 You speak not like an actual Swede, but the Swedish Chef, Bork Bork Bork! You extend your vowels to long e's and o's, and randomly add "Bork"'s like you add Swedish meatballs. Fun historical fact: the chef used to have a 20% chance to spawn with this accent.
Frontal Gyrus Alteration Type-BT Your breath smells like a fart. Butt +10 You speak like a buttbot. When you talk, some of your words are replaced by "butt".
Frontal Gyrus Alteration Type-C Ye feel like a reet prat like, innit? Hermless, mate 0 You speak like a middle-class English chav. You are the charmingly ugly lovechild of at least ten cultural accents and pack sounds together like black pudding.
Frontal Gyrus Alteration Type-CS You feel great!! Comically Harmless 0 You somehow speak in Comic Sans.
Frontal Gyrus Alteration Type-D You feel like your tongue's made out of lead. Compleffely Harmleshsh 0 You slur your speech like a drunkard.
Frontal Gyrus Alteration Type-DE You can no longer pronounce th for ze life of you! Harrmless 0 You speak like a German, specifically one speaking the Hochdeutsch dialect. You substitute some English words with German ones, e.g. "captain" becomes "kapitaen", "blood" becomes "blut".

In terms of individual letters, there's the expected "v" for "w" (unless the "w" is on the end of a word), but "th" doesn't always become "z". Besides this, there are other transforms:
  • e->eh (at the end of a word, 10% chance of occurring)
  • r->rr (you roll your r's, if it's not a double r)
  • qu->kv
  • s->z (if followed by vowel)
  • th->50% chance of "d", 50% chance of "z".
  • ue->ee

As an example, "the quick brown fox jumps over the lazy dog" becomes "zeh kvick brrovn fox jumps overr deh lazy hound" ("zeh kvick brrovn fox jumps overr zeh lazy hound" is also possible).

Frontal Gyrus Alteration Type-E You feel funky. Elvisously Harmless 0 You talk like a king...a king of rock and roll! You extend your vowels the same way Elvis does.
Frontal Gyrus Alteration Type-F Och aye! You feel like a true Scot! Skaithless 0 You speak with a Scottish accent. You do weird things with vowels, and, unlike other accents, you use entirely different words for things. You call a butt a "dowp", a jumpsuit a "carsakie", things like that.
Frontal Gyrus Alteration Type-FI Sauna and birch beatings! Hyvä! Arrmless 0 You speak like the space Finns, the sauna-loving, people-hating neighbors of Sweden. You double up on your i's and r's, pronounce g-vowel pairs at the beginning of words as k-vowel, chop w's into v's, have a peculiar inability to say h's, say sh as ch, and switch up your b's with p's and vice versa.
Frontal Gyrus Alteration Type N Y-you f.. feel a.. a bit n-n-nervous. Porky but Harmless 0 Your speech stutters and falters like Porky the Pig.
Frontal Gyrus Alteration Type-O You feel a bit tongue-tied. Mstly Hrmlss 0 All your vowels get replaced with a random vowel.
Frontal Gyrus Alteration Type-Q You feel that your province is a nation, however that works. 'armless 0 You speak the accent of the space separatist Space Quebeckers of Space Canada. You say "le" instead of "the" and contract h's at the beginning of words. In addition to the stereotypical "th"->"z", you also have:
  • ts->zes
  • st->ss
  • ch->sh
  • tion->sion
  • vowel-t at end of word->vowel-tte
  • vowels at the beginning of a word->h-vowel
  • f at beginning or end of word->ef
Frontal Gyrus Alteration Type-R .sdrawkcab tib a leef uoY .sselmrah, tub gnisufnoC 0 You talk backwards. Pro-tip: Put your ; or :prefix at the end to talk over the radio.
Frontal Gyrus Alteration Type-S You feel like you want to smile and smile and smile forever :) Happily Harmless 0 You somehow say colon parthesis (:)) after everything you say.
Frontal Gyrus Alteration Type-SD You feel like you've got some work to do now. Harmful 0 You speak like Scooby-Doo, a talking dog from the children's mystery cartoon franchise Scooby-Doo. In short, lots and lots of R's. Like Scots, you also have a different vocabulary, which mechanics-wise means you replace some words with different ones. For example, instead of AI, you say "rehrhai".
Frontal Gyrus Alteration Type-T You feel torn apart! Moestly Hahwleess 0 You have Tommy Wiseau's Joisey accent. Your speech is an audio disaster.
Frontal Gyrus Alteration Type-X You can't seem to form any coherent thoughts! Harmful +10 Your speech becomes unintelligible, as every consonant is randomized. Vowels are unaffected.
Frontal Gyrus Alteration Type-Y You feel like you're on Ilkley Moor without a hat. 'armless 0 You speak with the somewhat impenetrable Tyke accent of the Space Yorkies of Space England. Similar to the Scottish accent, you have a different vocabulary, e.g. "arse" for "butt", "gaffer" for "captain", "tha" for "you", "t'" for "the", and many more. You chop off the "g" in "ng", drop the "h" from beginnning of words, transform "ight" to "eet", and a bunch more:
  • ay->ey
  • ade->ed
  • ave->ev
  • ea->eea
  • d, t, f & th at end of word->sometimes contracted to '
  • i->ah when alone or an e comes two letters later
  • it at the start of a sentence->'t
  • ou/ow->ah
  • oar->ooar
  • oa->oi
  • oot & ool->ooit & ooil
  • ole->oil
  • ough->ow

In short, you might not think it's English, but it is. You can fault the Space Danes and their Space Viking raids of the past for this one.

Hemochromia

A reference to an old webcomic, come to Goonstation! These color your blood and give you more blood regen overall. No empowered effects.

Mutation Message Danger Level Stability Effect
Hemochromia Type-U You feel like you're out of breath. Harmless 0 A volatile mutation with 12 known stable alternatives. Will quickly break down into one of them if you exit the scanner.
Hemochromia Type-B You feel a bit less soft. Beneficial 0 Your blood takes on a copper coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-C You feel a bit less soft. Beneficial 0 Your blood takes on a cerulean coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-F You feel a bit less soft. Beneficial 0 Your blood takes on a magenta coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-G You feel a bit less soft. Beneficial 0 Your blood takes on a brass coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-I You feel a bit less soft. Beneficial 0 Your blood takes on a azure coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-J You feel a bit less soft. Beneficial 0 Your blood takes on a emerald coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-L You feel a bit less soft. Beneficial 0 Your blood takes on a chartreuse coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-O You feel a bit less soft. Beneficial 0 Your blood takes on a verdant coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-P You feel a bit less soft. Beneficial 0 Your blood takes on a lavander coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-R You feel a bit less soft. Beneficial 0 Your blood takes on a scarlet coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-T You feel a bit less soft. Beneficial 0 Your blood takes on a cyan coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.
Hemochromia Type-V You feel a bit less soft. Beneficial 0 Your blood takes on a plum coloration. You also regenerate 2 more units of blood per second while there's less than 500 units of it in you.

Powers

Genetic abilities that can be used whenever you wish to. Instead of degrading at low stability, some of these can backfire! Can also be synchronized for safer effects.

Mutation Message Danger Level Stability Effect Empowered Effect Synchronized Effect Failure Effect
Adrenaline Rush You feel hype! Beneficial -15 You get an activated ability that allows you to recover from stuns by putting 20 units of epinephrine, 20 units of salicylic acid, 20 units of methamphetamine, and 5 units of energy drink into your bloodstream. Also one of the only genetic mutations that can be used while incapacitated. You get double the drugs from each use. Rather than always giving 20 meth and 5 energy drink, it will add enough to your bloodstream to make them reach said values. Will give you FOUR TIMES of the drugs, unless it is synched, in which case the synched effect still applies.
Aviornis Rostriformis You feel your mouth and nose become more difficult to move. Beneficial -15 Allows you to peck people for damage on a low cooldown. None No change. Can't fail.
Brown Note You feel mischievous! Harmless (Mostly) -15 You get a "Brown Note" ability that produces a sound that makes up to 7 people fart. Be careful around bibles! The sound is louder, making up to 10 people fart. No change. You instead play a completely random sound.
Chameleon You feel at one with your surroundings. Beneficial -15 When toggled on, you become invisible while standing still ; you'll know you've become invisible because you'll see a faint light blue aura around you. The AI, Cyborgs, people wearing optical thermal scanners, and people with X-Ray Vision can still see you. This can work against you in more ways than one. No change. No change. Can't fail.
Cloak of Darkness You meld into the shadows. Beneficial -15 Activate this ability, and now you're invisible while in the dark. You can tell if it's dark enough if you have a dark grey aura around you; generally ill-lit maintenance sections and rooms where the lights are broken/have been turned off are dark enough to hide in. This does not work in Space or the Seafloor. The AI, Cyborgs, people wearing optical thermal scanners, and people with X-Ray Vision can still see you. Vampires get this power for their Bat Form Mk II ability. No change. No change. Can't fail.
Cryokinesis You notice a strange cold tingle in your fingertips. Beneficial -10 You gain the ability to cool people down significantly whilst also extinguishing their fires by firing a ball of ice at them, and to get on everyone's nerves by creating patches of slippery ice on the floor. Your ice powers now effect a 3x3 area instead of a 1x1, and freezes anyone in that range into an ice cube. You become immune to the effects of your own ability, if you target yourself for some reason. You self inflict the empowered effect.
Dimensional Shift You begin to see a small blue light... Beneficial -15 You can enter a pocket dimension, rendering you immune to any and all outside events, but you're unable to move while within this space until you exit. Basically, an indestructible, incorporeal closet on command. Any effects that are doing damage to you such as a heart attack or damage from poison still happen. No change. No change. Can't fail.
Empathic Thought You suddenly notice more about others than you did before. Beneficial -5 You gain a "Mind Reader" ability that lets you read the minds of others, telling you the following:
  • Two thoughts ("thinking about..."). One is a randomly-selected line of no significance, and the other is the text they have typed into their talk/radio menu (if they're using hotkeys to talk) or the text following say " (if they're using the command bar to talk).
  • Condition: Rough description of their current health.
  • Mood: Clues about their current intent, as in Disarm, Grab, etc., not necessarily the player's actual intent.
  • Numbers: Their PIN number.

If they also have this mutation, they will be aware that you are reading their mind. Chaplains will also be warned, but more vaguely.

No change. No change. You bombard yourself with useless information from the target's brain, stunning you for 7 seconds and making them aware that you tried reading their mind.
Erebokinesis Everything seems too bright! Beneficial -15 You can snuff out all light in an area, akin to a darkness artifact. The field lasts twice as long, and its radius is doubled (meaning the area is quadrupled). No change. This ability can't fail.
Fire Breath Your throat is burning! Beneficial -10 You can exhale fire. Your fire breath travels twice as far, and is 4x as hot. No change. Sets you on fire for 100 seconds.
Healing Touch Your hands radiate a comforting aura. Beneficial -10 You gain an ability that can heal an adjacent human for 25 of each damage type, including brain. If this ability fails due to low stability, you will take the exact same amount as damage. You heal twice as much on each use. No change. You take damage equal to the amount that you heal for, even if they weren't damaged for that type! This means that you will immediately go into crit due to 25 brute, 25 burn, 25 tox and 25 oxy. The empowered effect causes the same, but 50 each!
High-pressure intestines You feel bloated and gassy. Beneficial -15 Blow away your foes with your tremendous farts! Using this while on fire causes you to burst into a fiery inferno (fart powered flames), and using this on top of a bible sends you to a special "hell" area. Has a grody effect when used whilst being unable to fart... You will not just blow away your foes, but also yourself. Using it on the bible will still send you to hell though. No change. Can't fail.
Incendiary Mitochondria You feel like you are burning up. Harmful -10 You set yourself on fire and become a human torch. This is a very bad thing if you don't want to burn alive. If you have Fire Resistance this will instead fizzle and do nothing. Burst into a column of flames, setting everything around you on fire. Also, now works with Fire Resistance. No change. You instead do the opposite, and extinguish all the heat from your body! Makes it so cold, in fact, that you reach 0 Kelvin, which is colder than space!
Ink Glands You feel artistic. Beneficial -2 You gain the ability to paint nearby people and objects a random color. No change. No change. Can't fail.
Jumpy Your leg muscles feel strong and taut. Beneficial -10 You gain a jump that moves you half a screen in no time at all. Just make sure you don't use it while inside a container/vehicle of some sort, or you won't like the result... You jump much farther and higher. No change. You jump a bit too high, and bang your head HARD on the roof of the station. Stuns for 7-10 seconds.
Mass Emesis You feel sick. Beneficial -10 You can expel whatever chemicals were in your bloodstream as a beam of vomit, fully cleansing you. Anyone caught in the beam absorbs the chems if they penetrate skin, and are affected by the chems' on touch effects. The amount of chems in each vomit puddle is the total amount divided by each puddle. Your vomit spew travels twice as far. Do note that each vomit puddle will have less chems in it due to being spread across more puddles. No change. Can't fail.
Matter Eater You feel hungry. Beneficial -5 You can eat many more items than normal, like weapons from disarmed opponents, or even your own body parts! Just remember that you need certain body parts to live...

Items that aren't food will remain in your stomach until they are either puked out or cut out, allowing it to be used as a strange form of storage.

You can eat one additional thing. In all of space. No change. You visiously bite into the item, but fail at eating it.
Midas Touch Your hands sparkle and gleam. Beneficial -5 You gain the ability to turn certain items into solid gold! This includes your own butt (and other limbs). Just don't expect to get super-rich from selling your transmuted gold bars; the traders can tell that it wasn't originally genuine gold. You can also transmute large objects into gold- not walls or floors, but things like tables and chairs. No change. Turns whatever you transmuted into flesh, instead of gold!
Ophidentis Vipernox You become oddly aware of your canines and they feel different. Beneficial -15 Allows you to bite people and inject them with 5 units of hemotoxin. None No change. Can't fail.
Optic Energizer Your eyes ache and burn. Beneficial -10 You gain an "Eyebeams" ability that fires laser beams from your eyes. These are different from the ones used by energy guns and their ilk; these do only 20 BURN and only very slightly heat up objects they pass over (they can still ignite plasma though). Also, if you fire them while wearing something that hides your eyes (e.g. a blindfold, a space helmet), instead of firing, the lasers burn up whatever it was that was covering your eyes. Your eye beams now do 45 BURN and sound much more menacing. No change. Your eyes spark with a little light, and then they burn for a moment, dealing 5 eye damage.
Photokinesis Everything seems too dark! Beneficial 0 You can create a radiant point of light. The point of light is twice as bright and lasts twice as long. No change. No change.
Scorpiocauda Vipernox You feel aware of something strange around your tail bone. Beneficial -15
MechanicNew64.png This page is under construction.
The following information may be incomplete.
Needs confirmation.
Allows you to bite people and inject them with scorpion poison.
None No change. Can't fail.
Self Biomass Manipulation Your skin and joints feel loose. Harmful -5 You can turn yourself into a liquid that can phase through walls and other solid objects, sort of like a genetic version of the wizard's Phase Shift. Your clothes won't come with you however, so you come out naked!

The Discount Wizard Spooktober job starts with this power; it is not synchronized.
No change. Your clothes come with you! You drop a random organ, including the heart. If it was synchronized, you instead drop one a random clothing item, or something out of your pockets.
Polymorphism You don't feel entirely like yourself somehow. Beneficial -15 You can take on the appearance and name of a crewmember by touching them. No change. No change. You touch the crewmember... And nothing happens.
Telepathy You can hear your own voice echoing in your mind. Beneficial 0 You gain the ability to communicate telepathically anonymously, unless the recipient also has this, or the Empathetic Thought gene. Telepathic messages show up to the recipient as "A psychic voice echoes, "[TEXT]"" in hotpink. Don't use this to impersonate the admins. No change. No change. You stare at your target really hard and comedically say your message out loud like a dork.
Telekinetic Pull You feel your consciousness expand outwards. Beneficial -10 You can send unanchored items flying from afar by click-dragging them from one tile to another. You can also perform a Telekinetic Smash, which throws a random amount of unanchored objects near a location, into it. This doesn't work on items of "gigantic" size or larger, e.g. pianos, TTV bombs. Works great with X-ray vision. You throw more things on average when using the Smash ability. No change. The items fling at you instead of the target!
Trichochromatic Shift Your hair itches. Beneficial 0 Gives a Trichochromatic Shift ability that switches your hair colors around; this works even if you only have one piece of hair, because it looks at all three colors you set in your Character Preferences. Due to how it shifts colors around, three uses of the ability sets your hair colors back to normal.

More specifically, the color you set for Bottom Detail becomes color for Top Detail, Middle Detail Bottom Detail, and Top Detail Middle Detail. For example, if you had grey Einstein hair for Bottom Detail, white Twirly mustache for Middle Detail, and black Eyebrows for Top Detail, you'd then have white Einstein hair, a black Twirly mustache, and grey Eyebrows.

No change. No change. Can't fail.
Vestigial Ballistics You feel intense pressure in your hip and shoulder joints. Harmful +15 Lets you launch a limb of yours at someone in a specific order, dealing a fair chunk of brute damage. This order is: Left Arm -> Right Leg -> Left Leg -> Right Arm. Your limbs will also occasionally pop off on their own, and intentionally ejecting them hurts you a bit. Explosions also have a higher chance to delimb you. Being a skeleton causes the limb to boomerang right back to you and reattach itself! Your ejected limbs deal double the damage. Your limbs no longer eject on their own and do no damage to you when ejecting purposefully. However, the Mutation gives no Stability. Can't fail.

Beneficial

Good mutations that will most likely tax your stability. Don't take too many, or make sure to stabilize them!

Mutation Message Stability Effect Empowered Effect Degrades Into
Alcohol Resistance You feel unusually sober. 0 You do not suffer most of the effects of alcohol, e.g. the blurred vision and mistepping, though you'll still have drunkenly slurred speech. You can also drink Bo Jack Daniel's without passing out.

Additionally, it's much harder for you to become addicted to alcohol; you'll need to consume at least 200 units for addiction to become possible instead of the usual 50. Even then, the chance that you do become addicted is cut by three quarters, from 1% per life cycle to only 0.25%.

At the start of the round, the Detective, Head of Security, and Bartender get the Professional Drinker trait, which gives them this mutation.

You can shoot with full accuracy regardless of how drunk you are. Ethanol Production
Anaerobic Metabolism Your lungs feel strangely empty. -30 Prevents you from taking any damage from lack of breathable atmosphere, essentially allowing you to breathe anywhere. You gain complete immunity to OXY damage and atmospheric gases. Note that you will still inhale and be touched by chemical smokes. Frontal Gyrus Suspension
Chitinoarmis Durescutis You feel your skin harden. -5 Your skin hardens, giving you 2 melee protection to both head and body. For comparison, security body armor gives 6 melee protection. Gain doubled (4) melee protection instead. Cannot degrade.
Cold Resistance You feel warm. -10 You are immune to low temperature and ice. While your body temperature can still drop to freezing and below (allowing you still benefit from cryoxadone), you won't be slowed down. You have a noticeable blue aura. You are additionally immune to slipping on ice. Dermal Glitter
Fire Resistance You feel cold. -10 You are immune to fires and atmospheric heat. You gain a 50% resistance to all BURN damage. Blazing Aura
Gamma Ray Exposure You feel your muscles swell to an immense size. -25 Your skin turns green, and your punches have a chance to knock people away from you as well as do 5 to 10 more damage. Your fists can instantly break tables, asteroid rock, wooden doors (but not any other doors), and grilles if they've fairly low health, and they can break windows, unreinforced walls, and clown cars with enough time. You can pull corpses, people you've grabbed, people who aren't on Help intent, and things that contain either with no slowdown. Watch your health; if you get too hurt, your muscles will shrink back down. Your muscles no longer shrink when significantly damaged. Musculature Enhancement
Hemopoiesis Overdrive You feel like being stabbed isn't such a big deal anymore. -5 When you have less than 500 units of blood in you, you regenerate blood faster than usual at around 4 units per second. Stacks with filgrastim's blood regen. Blood gain is doubled. Cannot degrade.
Lateral Undulation You feel like you could propel yourself on your belly with a good wiggle. -5 Move faster when laying on the floor. Not faster than walking, however. None Cannot degrade.
Lipid Stores You feel like you can store away some food and drink for later. -5 RP only effects. Whenever you are at your full food and/or water motive, drinking/eating more will store the excess. Whenever those motives would go down, use the excess instead. None Cannot degrade.
Manusclavis felidunguus Your arms start to feel strange and clumsy. -5 You get critter claws, and their benefits / detriments. More to be added. None Cannot degrade.
Manuschela Crustaceaformis You feel like your arms are oddly firm. -5 You get pincer claws, and their benefits / detriments. More to be added. None Cannot degrade.
Meta-Neural Antenna Your head is full of odd chatter. -5 You can hear the general radio channel (145.9) without a headset. You can hear all radio channels without a headset. Or rather, almost all, since there some channels you still won't hear, namely the ones used by Gangsters, Nuclear Operatives, and (if they spawn somehow) Conspirators. The machinetalk used by AIs and Cyborgs are not radio channels, so this mutation doesn't give you access to it. Spatial Destabilization
Meta-Neural Enhancement Your mind feels closed. 0 You cannot be mind-read or telepathically spoken to. Doesn't affect the admin's telepathy, obviously. You become immune to the psychic blasts of certain hostile space creatures. Paranoia
Musculature Enhancement You feel buff! -5 You gain a slight strength bonus to mining. Also negates the speed penalty from pulling objects somewhat. Maybe it has other uses... You feel less pain, being able to move as though you were 50 HP points healthier. Cannot degrade.
Natural Anti-Toxins Your pulse seems to relax. -10 Purges 3.3u of all chemicals in your bloodstream each tick. Note that this is not exclusive to poisons; it affects all chemicals, and the chemicals are outright removed, not metabolized. Note: This mutation cannot be removed with mutadone. Doubles the rate of chemical purging to 6.6u per tick. Blood Toxification
Night Vision Everything suddenly appears oddly lit. -15 Darkness is greatly reduced in an area around you. Pitch-black areas will still appear dim, though not enough to significantly reduce visibility. The area around you in which you can see in darkness is increased, allowing you to functionally see your entire screen even in pitch blackness. Diminished Optic Nerves
Noir You feel chromatic pain. 0 Your whole body, including any held and worn items, becomes completely grayscale. Your vision also becomes grayscale. Cannot degrade.
Physically Fit You feel slightly more energetic. -5 Your max stamina is increased by 30, and your stamina regen is increased by 2. Stamina increases are doubled. Cannot degrade.
Radiation Resistance N/A -15 You gain a 75% resistance against radiation. You are almost entirely immune to ionizing radiation. While you'll still get the Irradiated status effect, you don't suffer the majority of the resulting mutations or the associated TOX and BRUTE (in the case of neutron radiation) damage. They still occur though Radioactive
Regeneration Your skin feels tingly and shifty. -25 Every few seconds, you slowly heal 1 BRUTE and 1 BURN and have a 0.4% chance to a regain a lost limb. If you are missing both a leg and arm, regeneration prioritizes the arms and won't regrow legs until you have two arms again. You heal twice as much, and have double the chance to regrow a lost limb. Mutagenic Field
SMES Human Your hair stands on end. -15 You are protected from electrical energy. Useful when the AI is shocking everything or a malicious Engineer has hotwired the engine and you are lacking insulated gloves. This also prevents you from gaining a magnetic field in the Bio-Magnetic Field event. You also gain 40% disorient resistance, making you more difficult to stun. Motor Neuron Signal Enhancement
Thermal Resistance N/A -10 You gain a 50% resistance to heat and cold and also gain immunity to space damage, allowing you to spacewalk without a suit. You gain the full fire immunity of fire resistance and the full cold immunity of cold resistance Thermal Vulnerability
Toxic Resistance You feel refreshed and clean. -30 You take 66% less TOX damage from all sources. You are completely immune to TOX damage. Blood Toxification
X-Ray Vision You suddenly seem to be able to see through everything. -20 Basically wearing Optical Meson Scanners, as it lets you can see through walls. Doesn't decrease or remove darkness, but it also doesn't increase the darkness of areas beyond your normal line of sight, unlike mesons. You are also capable of wearing things that normally obstruct your sight without it doing so, such as blindfolds. You additionally gain the power to see organics through walls, similar to wearing Optical Thermal Scanners, and see through the invisibilty cloak from cloaking devices, Chameleon, and Cloak of Darkness. Diminished Optic Nerves

Harmful

Bad mutations that will most likely give stability. If you want to be a true stability freak, you'll have to pick your poison.

Mutation Message Stability Effect Empowered Effect
Anemia You feel lightheaded. +10 Your body can now accommodate only 400 units of blood, and if it goes over that, it quickly loses it. As a result, you'll often be at risk of entering shock, and bleeding out is more dangerous. No change.
Blindness You can't see anything. +20 You no longer see action messages about what you and other people are doing and cannot see anything beyond a very small distance from you, but are immune to most forms of eye damage. You can still interact with things via right-click menu, and you can click on pills/patches/auto-injectors in-hand to use them on yourself, but you otherwise can't do much. To fix this without modifying DNA, you can equip a pair of VISOR Goggles. No change.
Blood Toxification You feel really sick... +15 You occasionally (25% chance every few seconds) suffer one unit of toxin damage. No change.
Chronic Cough You feel an irritating itch in your throat. +5 You occasionally cough, dropping anything in your hands. No change.
Chronic Sneezing You feel an irritating itch in your nose. 0 You sometimes sneeze, causing you to drop whatever you where holding. No change.
Deafness It's quiet. Too quiet. +20 You can't hear anything and are immune to most forms of ear damage. Blessed silence may come as a relief once you've gotten sick of the regular radio chatter. To fix this without modifying DNA, you can equip an auditory headset. No change.
Diminished Optic Nerves Your vision blurs. +5 Your vision becomes blurred, and darkened outside a small radius. Can be counteracted with Prescription Glasses. No change.
Dyspraxia You feel kind of off-balance and disoriented. +15 In short, you're clumsy. Several actions have a flat chance to comically backfire, often harming you or causing extra damage. For example, you might accidentally start cuffing yourself when cuffing others, jab yourself while using a fork, and shoot yourself when firing a gun. Conducting surgery and handling grenades and guns become particularly dangerous. One upside: this lets you put crayons in clown shoes to crayon-walk!

The Clown spawns with a variant of this mutation that cannot be cured. Different from the "Dyspraxia" caused by the Wizard spell Clown's Revenge.

No change.
Deuteranopia Everything starts looking a lot less green. 0 You can't tell the difference between red and green, and everything else looks a lot more amber. No change.
Electromagnetic Field None. +10 Tiny, 1 tile, EMP bursts occasionally occur within a 2-tile radius around you. These EMPs can and often do hit the tile you're on, and they cause the same effects as the EMP grenades (radios malfunctioning, batteries draining, etc.) No change.
Ethanol Production You feel drunk! +5 You constantly produce ethanol in your bloodstream, slowly making you extremely drunk. No change.
High Decay Digestion Your stomach grumbles unpleasantly. -10 Your farts create clouds of toxic gas, which turn into compost when inhaled by anyone without this gene. Your farts contain additional toxin. Gross. You will also inhale this without internals or Anaerobic Metabolism.
Motor Neuron Signal Enhancement One of your limbs feels a bit strange and twitchy. +20 A random limb, chosen upon mutation acquirement, proceeds to strangle you, kick you in the head, and do various other harmful actions. No change.
Meta-Neural Haze N/A -5 Your character can't be examined unless the examiner is adjacent to you. Your character can't be examined at all.
Mutagenic Field Your flesh begins to warp and contort weirdly! -35 You occasionally spontaneously mutate, with a 25% chance of receiving a bad mutation, and a 5% chance to receive a good one every life cycle (4 seconds). No change.
Narcolepsy You feel sleepy. +15 You randomly to fall asleep. No change.
Nectar Perspiration Your guts are rumbling +10 A swarm of tiny lil' bees surrounds you. These bees sometimes sting you at any time, giving you histamine. Wearing either an apiculturist's suit or hood halves the chance of getting stung by your own bees; wearing both prevents it entirely. Otherwise, wearing armor (or any other form of protection) does not prevent from being stung. Sadly, the bees can't sting others. No change.
Pseudonecrosis N/A -5 You are recognized as dead by all medical scanners and machinery. You appear visually dead when laying down. (This means anyone examining you will see *[Your name] is limp and unresponsive, a dull lifeless look in their eyes.*)
Physically Unfit You feel slightly less energetic. +10 Your max stamina is reduced by 30, and your stamina regen is reduced by 2. No change.
Polycythemia Your breathing quickens. +10 If you have less than 600 units of blood in you, you regain blood at an accelerated rate (3 units per second, compared to just 1 per second), until you reach 600 units. Doesn't seem too bad, until you starting developing hypertension from your heart having to pump to all that blood... No change.
Protanopia Everything starts looking a lot more yellow. 0 You can't see the color red and, to some extent, green. Instead you see yellow. Werewolves have this when transformed. No change.
Radioactive You feel a strange sickness permeate your whole body -10 You suffer from radiation sickness and cause the same to nearby people. May also give you more bad mutations. Roachpeople are fully immunity to these effects. No change.
Spatial Destabilization You feel a bit out of place. -10 You hiccup and teleport at random. Fortunately you can't teleport onto space tiles. Unfortunately you can teleport onto things covering space tiles, like catwalks. No change.
Stupefaction You twitch. +10 You will occasionally be stunned for a few seconds and be knocked down to the floor. No change.
Tinnitus You hear a ringing in your ears. 0 Occasionally, you hear a ringing sound in your ears, similar to that of a phone ringing. It persists even if you are deaf. No change.
Tritanopia Everything starts looking a lot less blue. 0 You can't tell the difference between blue and green, and everything else looks a bit more desaturated. No change.
Radioactive Farts You feel a strange energy radiate from your bowels -10 Instead of fart gas, your farts create fallout, a radioactive gas. No change.

Harmless

Silly mutations that have no effect other than making you look or act funny.

Mutation Message Stability Effect Empowered Effect
Achromia N/A 0 Your skin becomes completely grayscale. No change.
Apocrine Enhancement You feel sweaty. 0 You get a serious case of the stinks, causing people nearby to get wonderful messages about how nice the room smells. No change.
Apidae Metabolism You feel buzzed. 0 Doesn't seem to do anything at first. However, if sugar is put into the bloodstream through any means, it has...interesting effects. No change.
Cranial Keratin Formation A pair of horns erupt from your head. 0 You look (more) like a doofus. No change.
Constricted Larynx ...you feel like being quiet... 0 Your text becomes really, really small. No change.
Coprolalia You can't seem to shut up! 0 You randomly shout random swear words. The maptext (aka flying chat or floating chat) for your outbursts is bolded. Maptext for normal speech remains the same.
Chronal Additive Inversement You feel as if you're impossibly young. 0 Flips the sign of your age, essentially making it negative if it was positive or positive if it was somehow negative, e.g. 30 becomes -30. (In fact, "additive inversement" is just a fancy way of saying sign change). If removed, flips it again, hopefully setting you back to normal. This causes some...interesting effects on the pitch of your voice clips. No change.
Dactyl Crystalization Your fingers and toes turn transparent and crystalline. 0 Changes your snap and slap noises. This doesn't mean you can't still snap your fingers off! No change.
Dermal Glitter Your skin looks all blinged out. 0 You sparkle as if you're carrying an item made of gold. No change.
Dwarfism Did everything just get bigger? 0 You are shorter. More specifically, the games cuts off a couple of rows of pixels in your sprite's leg area, so you should mostly look alright. This can combine with Body Type Mutations, so you have dwarf monkeys, dwarf lizards, etc. You also get an extra 10% heat and cold resistance. You're even shorter. Thermal resistances don't change though.
Glowy Your skin begins to glow softly. 0 You permanently emit a light with a random color and intensity. You glow brighter.
High-Pressure Larynx YOU SUDDENLY FEEL LIKE SHOUTING A WHOLE LOT!!! 0 YOUR TEXT IS ALWAYS CAPITALIZED No change.
Irritable Bowels Your guts are rumbling. 0 You automatically and intermittently fart. No change.
Paranoia They're out to get you! 0 You automatically and intermittently scream. No change.
Temporal Displacement You feel as if you're impossibly young. 0 Every few seconds, sets your age to random number between -80 and 80, indirectly shifting the pitch of your voice clips. No change.


Body Type Mutations

Body Type Mutations cosmetic Mutations that change your Body, Appearance or even Race. You can only have one active at a time. You can activate these through the Body menu or just like any other Mutation.

Even if you are not a Human, you are still protected by the Rules.

Mutation Message Effect
Bioluminecent Overdrive Your skin begins flashing! Your skin begins to rapidly flash different colors, similar to GBS' symptom but without any of the deadliness.
Melanin Stimulator N/A Turns your skin and hair EXTREMELY dark.
Melanin Suppressor N/A Turns your hair and skin to an extremely light shade and makes your eyes red. Essentially albinism.
Melanin Eraser You feel oddly plain. Turns your hair and skin EXTREMELY light. Essentially vampire/pale look. Mime always spawns with a version of this mutation that cannot be removed.
Saurian Genetics Your skin feels oddly dry. You turn part lizard/reptile. You have special eyes, literally! They can read messages written by infrared pens, their vision in the dark goes 1 tile farther than humans, and they can see through the invisibility cloaks created by chameleon, cloak of darkness, Grinches' Cloak ability, and Vampires' Bat Form MkII ability (but not cloaking devices).

You have a tail like a T-rex too, and if it dies or goes missing, you become clumsy until you get a new tail. Luckily, you can regrow your tail via, naturally, the Regrow Tail ability, if you've eaten enough of certain organs to afford it. If you already had a tail, Regrow Tail makes you snap if off and regrow a new one. The ability has a five minute cooldown, i.e. once you use it, you need to wait 5 mins to do it again.

In addition, your thermoregulation is significantly slower, at 20% the rate of normal humans (0.025 Kelvin for humans vs 0.005 for lizards). This doesn't mean fire or whatever heats/cools you less; rather it means that your body readjusts its internal temperature in response to those stimuli at a slower pace. You might shiver at room temperature, but wearing a winter jacket (or anything with 45% Cold Resistance) will stop that.

The colors for scales, tail, a belly spot, and/or head crest are inherited from your hair colors, and are typically somewhat less saturated. Top detail color influences scales and tail color, the middle detail the belly spot and tail underside, and the top detail the crest. These colors can be changed through genetics, and the belly/head spots can be changed via hair dye. You also extend every 's' into a hiss, like a snake. You are also able to change your colors through two abilities fueled by eating the organs of humans and monkeys.

Note: Don't steal peoples' organs unless you're an antagonist, they're okay with it, or they're dead. Crimes in the name of fashion are still crimes!

Ossification You feel kinda thin. All your meat and organs squish into your bones, turning you into a very spooky living skeleton who can make certain hotdogs hop. Drinking milk also heals a little bit of BRUTE and BURN. Your eyes look like tiny skulls, which is very strange. You also bleed calcium. Yes, you can drink calcium to restore lost "blood", but stuff like filgrastim and similar chems still work as normal. Don't think about it too much, and try not to get addicted to the satisfaction that comes with making spaghetti.
Aquatic Genetics You feel wet and squishy. You turn part squidperson/ithillid/starspawn. Your skin turns purple-pink, your eyes turn yellow, and you grow mini-tentacles and fins on your head that allow you move through liquids without slowing down. And, yes, you can breathe underwater.

Also, you love brain food, literally. You can gradually repair brain damage by eating brainburgers (and their variants) and "fleshy" brains (e.g. one from a human or a synthbrain plant, but not a flock brain or neural net processor), since eating them gives you a unique Brain Food buff, though this is rather situational. Also, you don't have to worry about space kuru, because if you get infected, the disease immediately becomes asymptomatic.

While you might be a brain-eating purple humanoid with a faceful of tentacles, you still need to observe some common courtesies. You should avoid brains that will be used for making cyborgs, and you definitely shouldn't go around murdering people to eat their brains, unless you're an antagonist.
Blattodean Genetics You feel like crawling into somewhere nice and dark. You turn part cockroach, though some say it's more like those ants from A Bug's Life but not as blue. You become mostly immune to most forms of radiation and can see a tile further in the dark than usual and can read messages written by infrared pens, their vision in the dark goes 1 tile farther than humans, and they can see through the invisibility cloaks created by chameleon, cloak of darkness, Grinches' Cloak ability, and Vampires' Bat Form MkII ability (but not cloaking devices).

The catch is that sources of blunt and crushing damage (e.g. a fire extinguisher or a door closing on you but not a welder or kitchen knife) do 1.5 times more damage, making you considerably more vulnerable to blunt-force trauma.

The color of your exoskeleton is based roughly on the skin tone you chose for your profile in your character setup, with a fair amount of saturation. Similarly, the color of your scelera matches what you set for eye color on your profile.

Speaking of color, your blood is a bright blue-green, because it's actually hemolymph. Blood-related chems like filmgrastim work as normal, and Vampires and other bloodsuckers can still gain nourishment from you.
Primal Genetics You go bananas! You become a Monkey. See that page for more details.
Bovine Genetics You feel like you're ready for some Cow RP. You become a cowperson. Specifically, you look like a Holstein Friesian cow, complete with horns and hooves that change color depending on the color you set for Bottom Detail and Mid Detail in character preferences, respectively. You also have special cow eyes with horizontal pupils, which you can set the color of in the character setup menu. You have funny *screams, extend your m's a lot, and say "human" instead of "cow", because deep down, you truly think you are one.

As a cow, your blood is milk; all the other blood-related chemicals still function as normal, and drinking milk does restore blood. Speaking of blood, you start with hemophilia, so you tend to bleed more often when it's possible. You can also *milk (no hotkey, so you must do say "*milk or similar, like other emotes) to produce milk into a container you're holding or onto the floor, if you aren't holding one. Yes, this means you're actually pouring out your blood, so milking too much can kill you, and the game won't try to stop you until you have absolutely no blood/milk left.

Because of your sturdy hooves, you cannot be tripped by glass shards, even plasmaglass ones. Said hooves also make you do an extra 4 damage when kicking. However, they can't fit shoes, so be extra careful when playing Janitor or Clown. You can set the color of the bottom of your hooves using the second hair color option in the character setup menu. You also have a tail, and if you lose that, you lose your balance too until it's restored.

You are also capable of eating shrubs and plants around the station for nutrition, just how a human would.

Canine Genetics You feel like barking up the wrong tree. You become a pugperson, a challenging mutantrace based around your favorite adorable pets. You take double oxy damage and are deathly allergic to chocolate (carry spaceacillin if you don't wanna die!), but you carry some benefits as well! You can sprint right up until you're out of stamina, where you'll fall on your face dramatically and hilariously. You also jump at things people throw around you, giving you the fastest (albeit possibly most misdirected) reflexes out there.

The real benefits come from pugs' natural detective abilities. You are able to sniff out a very large amount of information from people, using the *sleuth emote.

1. Using *sleuth on a mob will tell the pug what color the mob smells like.

2. Using *sleuth on an object will tell the pug the color of one of the people that interacted with it and a general idea of how long ago.

3. Using *sleuth over and over on the same object will uncover all the colors of the people that interacted with it

However, you cannot use this ability if you are poisoned by chocolate! Dying pugs can't be playing detective, but if they are in need of assistance, they can eat the bone that they start with, which is filled with buffs.

Booster Gene

Booster Genes are a group of mysterious Mutations that, on their own, do absolutely nothing. However, they interact with other Mutations in various and interesting ways.

Mutation Effect
Booster Gene X Activates every Potential Mutation in the organism.
Booster Gene Y Randomizes the organism's Potential Mutation and removes all active Mutations. This mutation can remove job-enforced mutations, such as a Mime's muteness, creating a cursed scenario.
Booster Gene Z Removes all Potential and active Mutations in the organism.
Booster Gene Q Has random, unpredictable effects on the organism. Not obtainable naturally.

High Complexity DNA

This is a rare mutation which cannot be researched or activated using a DNA Activator, it can also only be Sequenced which means the occupant must be in the GeneTek scanner. When activated and stored in Mutation Storage, it serves as a wildcard for combining Stored Mutations, so you can very easily get some fascinating and rare Mutations this way. When activated it unlocks powerful Research. If a mutation is used in multiple combinations, then it will prioritize one of the combinations over the others when combined with High Complexity DNA.

Chromosomes

Chromosomes are Mutation modifiers. They can be be spliced with Mutations. Each mutation can only be spliced once. Each time you activate a Mutation you gain 2-5 random Chromosomes. Each GeneTek console has its own Chromosome storage.

To splice a Chromosome with a Mutation, click the Storage tab, scroll down to Stored Chromosomes, pick a Chromosome and click Splice. Find an active or stored Mutation which you want to splice, and click the Splice button next to it.

There are different types of Chromosomes:

  • Stabilizer - Removes the Stability penalty from the Mutation. Can't be added to Mutations which have no Stability penalty.
  • Synchronizer - Makes the Mutation less dangerous to the organism. This has multiple different effects depending on the Mutation it's spliced with. Unfortunately, has an effect with only 6 mutations total.
  • Weakener - Makes the Mutation more Reclaimable and doubles the amount of Research Materials you gain from Reclaiming.
  • Reinforcer - Makes the Mutation mutadone-proof, meaning that the only way it can be removed is through the GeneTek console.
  • Power Booster - Makes the Mutation more powerful!
  • Energy Booster - Halves the cooldown of any usable powers the Mutation grants.
  • Camouflager - Hides the message associated with gaining a Mutation.

Research

You can buy extra features and upgrades through Available Research. Research is shared between all GeneTek consoles.

In return for slowing down the cloning process with Advanced Genetic Analysis enabled on the cloner all Research cooldowns are reduced by 5%. Up to two active cloners will reduce the cooldown.

Research Tier Requires Time (sec.) Cost Effect
Gene Sequence Checker 1 Nothing 90 50 Checks how many base pairs are stable. It has a cooldown of one minute. Correct DNA pairs will turn green and incorrect pairs red.
Gene Booth 1 Nothing 60 50 Lets you sell Mutations at the Gene/Genetics Booth, a machine that lets you give out Mutations without leaving Genetics (for the most part). More on that here.
Radiation Dampeners 1 Nothing 180 80 Halves the amount of harmful radiation caused by Radiation Emitters.
Advanced Mutation Research 1 Mutations Researched: 20 90 50 Halves the base cost and time of researching a mutation and enables the ability to see, research, and activate advanced mutations. Advanced mutations are generally very powerful and/or unique.
Biotic Cooling Mechanisms 1 Fire, Cold and SMES Resistance 90 150 Halve the cooldown times for all equipment.
Complex DNA Research Efficiency 1 High Complexity DNA 120 50 Research costs and time decrease by 15%.
Complex DNA Mutation Storage 1 High Complexity DNA 120 50
Adds five saving slots for storing mutations.
Complex Material Storage 1 High Complexity DNA 120 50 Increases maximum materials storage by 50.
Complex Gene Booth Acceleration 1 High Complexity DNA, Gene Booth 120 150 It normally takes 20 seconds for the genetics booth to give someone a gene, and this upgrade lowers it by 5 seconds. This stacks with additively with Gene Booth Injection Speedup and Biotic Gene Booth Injection, meaning that with all three upgrades, receiving a mutation from the gene booth only takes 5 seconds.
DNA Reclaimer 2 Gene Sequence Checker 240 100 Allows unwanted genes to be converted into research materials. It has a two minute cooldown and has a chance to fail depending on what gene is being reclaimed. If you are at or above the materials cap, you can still reclaim genes, though you won't get materials.
DNA Injectors 2 Mutations Researched: 20 240 120 Allows the manufacture of Injector syringes that can insert Mutations into other subjects. More on those here.
Emitter Coolant System 2 Radiation Dampeners 180 120 Reduces the amount of time required for Radiation Emitters to cool down.
Gene Booth Injection Speedup 2 Gene Booth 120 75 Decreases the time it takes for the genetics booth to give someone a mutation by 25%. This normally takes around 20 seconds, so 25% means it saves 5 seconds.
Mutation Storage 3 DNA Reclaimer 300 100 Allows for storage of up to three genes in each GeneTek console's Stored Mutations for the purposes of combination or transference into new recipients. The Mutations must be researched and activated before storage. Combining Stored Mutations can produce rare or unique mutations! Experiment!
Precision Radiation Emitters 3 Radiation Dampeners, Emitter Coolant System 300 150 Upgrades the Radiation Emitters in the scanner so they can target single Mutations at a time. The Mutations must have been researched first, and doing this has a longer cooldown and greater irradiation amount than regular DNA scrambling.
Improved Material Storage 3 DNA Reclaimer 300 125 Increases the maximum number of research materials to 150.
Biotic Radiation Dampeners 3 Radiation Dampeners, Radiation Resistance, Radioactive 250 100 Completely removes the harmful effects of the Radiation Emitters.
Biotic Gene Booth Injection 3 Gene Booth Injection Speedup, Gene Booth 180 100 Lowers the time it takes for the genetics booth to grant a mutation by 25%, or about 5 seconds. This stacks additively with Gene Booth Injection Speedup, so with both upgrades, the genetics booth takes only 10 seconds.
Expanded Mutation Storage 4 Mutation Storage 450 120 Adds two additional saving slots for Mutations.

Here is the Genetics Research tree, with arrows indicating requirements, in case you want to focus on, say, Precision Radiation Emmiters. Genetics-Research-Tech-TreeV2.png

Combining Mutations

Once you have researched Mutation Storage, active Mutations can be stored and combined to yield new and more useful Mutations. Some of these are only available via combination, whereas others may appear (rarely) as Potential Mutations. There isn't any penalty to getting an invalid combo, so feel free to experiment and see what results you get! Mutation combinations are not considered secret content, so if you discover one, you aren't required to ask for permission, preface it as spoilers, or otherwise take extra precautions to share it.

If you want to skip the discovery part and go straight to learning the combos, you check out this unofficial guide.

Lesser-Relevant Menus

Alongside Potential, these menus appear when you have someone in the scanner. Compared to Research and Potential, there's not much to say about these. They still have a purpose, mind you, but they do far less than the other ones. and are way less important.

Mutations Menu

This shows mutations which are active. If you have the Mutation Storage or Gene Booth upgrade, this is where you go to store or sell them. While you have the same 'Potential after getting cloned, you lose any active mutations after getting cloned, so people coming out of the cloner usually have this empty, unless the cloner had Advanced Genetic Analysis enabled.

Body

This lets you change the occupant into a variety of lovely forms depending on what mutations you've researched, such as a lizardman or a giant cockroach. By default, Human and Primal Genetics (monkey) are available.

Appearance

This one opens up a menu just like the one in the Character Selection screen, where you can change the hair style (s), hair color, skin tone, eye color, and various other cosmetic things about the occupant. If you want to give people obnoxious Sailor Moon hair or colorful Rainbow Afros, this is the place (and the only place at that, as this is pretty much the only way to get those unique hair styles). Only appears if whoever's in the scanner is a race that can accept these appearance options, namely humans.

Supplementary Videos


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