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Mutations - Yay or Nay? - Printable Version

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RE: Mutations - Yay or Nay? - Azazel (Original) - May 10 2015

I believe that Mutations should be optional, but the chance to have them should be rare, and here's a system that the game could follow:

  1. Parents mate/create babies
  2. Both Parents submit an application to staff
  3. Dice roll is made to decide if that litter can have one child with mutations
    • Numbers for Mutations are - 2 for second gen, 2 & 3 for third gen, and increasing as gens continue or if two characters with mutations mate and have their own children. The dice roll will be out of 20, so there is a rare chance to get mutations.
    • Maximum numbers for mutation chance are: 2, 3, 4, 5, 6 in sixth gen.
    • Generations are considered by the maternal party in the mating process, so the generation is decided by the mother. If a gen 3 gembound female mates with a gen 1 male, then the children will be Gen 4, and if a gen 2 female mates with a gen 6 male, the children will be gen 3 gembounds.
  4. If a child with mutations is rolled, the mutations are optional and they can be omitted. The roll is for the chance to have it.



RE: Mutations - Yay or Nay? - Xylos - May 10 2015

I AGREE WITH BANSHEE'S SUGGESTIONS

I like mutations but I feel they should be kept rare just to keep the chars special c:


RE: Mutations - Yay or Nay? - Fisher - May 10 2015

great idea Banshee but gender doesn't play a role into breeding here, so I'd say the Gem-giver would be the "mom" while the magick giver would be a the "dad"... Maybe we could have a "magickal mutation" that depends on the dad, if that's not too much garbage for the staff to do ahaha.


RE: Mutations - Yay or Nay? - Ecthelon - May 12 2015

i love love love love the idea of mutations omg. bring on the genetic chaos!