I'm not totally genocidal, no. Hypothetically, someone could 'survive', depending on your definition of the word.
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TURN 0 OF METAMORPHICAN MADNESS: THIS IS NOT EVEN MY FINAL FORM
Gushing out cool mist, the cryo tanks slid open. Despite themselves, the scientists couldn't help but to feel a little worried. Sure, they were happy that this batch had survived. They'd been so keen on participating, especially after they'd been heavily drugged and/or knocked out cold, and it would've been a shame if they hadn't survived the procedure, like the few hundred last test subjects. Still, in the half-light of the containment rooms, the scientists started peering closer and, as the six figures stumbled, fell or crashed out of their tanks, began to notice some... irregularities. Someone screamed.
The intention had been to create some minor physical alterations, first - a little colouring of the skin, a few extra teeth, a thumb or two - but... that one had a
mane. Another had
gills. And a third appeared to be
sinking into the very floor itself. Whoever had screamed, screamed again. Someone then remembered they had set the latest version of the super serum pumping into the tanks of all dormant subjects, laying in their hundreds all over the facility. As one, the scientists looked at eachother and turned to flee.
Out on the floor, the six test subjects began to pick themselves up, gazing at the room with dazed eyes. They felt a bit... off. For some, the reasons were more obvious - Miss Hammer tested the quills now resting majestically around her head with a wary poke - but all of them had obviously undergone interesting changes.
The room was a simple white-and-grey cube, six cryotanks coming out of the back wall, with tubes barely big enough for a child to go through disappearing into the walls above them. Computer terminals and control panels lay by them. There was only one door, which the scientists were quickly disappearing through. A long, one-sided window sat in the right wall, a few silhouettes against the glass hinting at chairs, desks, and potted plants in the room beyond. Shouting for guards were beginning to fill the room the scientists had escaped into.
Clair Hammer looks up to see a fist-sized beetle appear on the opposite wall and begin crawling around. She spots a strange symbol on its back, and feels she really shouldn't let it wander off.
---
StatusesDerm
Health: Unharmed
Stats:
STRENGTH: 30
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*953: SUPERHUMAN STRENGTH: This mutant has vast physical strength, hypothetically capable of lifting up to several hundred tons.
*833: ILLUSION GENERATION: This mutant may create illusions within range of any of its own senses. Illusions may not move, are permanent unless dismissed, and affect three senses (touch, smell and taste, sight).
*578: QUICK LEARNER: This mutant has an increased aptitude for learning certain types of skills. The mutant will progress in these areas at least twice as fast as others. Compositional, onceptual, rhetorical and writing skills.
Ramerath, imaginary vampire hunter extraordinaire
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 12
Mutations:
*940: SUPERHUMAN CHARISMA: This mutant is unnaturally alluring, and always inspires trust, empathy, and compassion in others. It is an excellent leader simply by virtue of its emotional influence on others.
*178: TRANSPARENT EYELIDS: This mutant’s eyes have an additional pair of transparent eyelids, such as nictating membranes, that protect the eyes from damage without unduly impairing vision. These eyelids can be tinted, to aid vision in bright light, or designed to filter out certain colours.
*639: HEALING: This mutant is able to boost the immune system and healing capabilities of another individual by reducing its own, or by expending its own energy. Range of Touch.
Clair Hammer
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*105: MANE: This mutant’s head is framed by a mane of quills.
*934: SPIRIT MEDIUM: This mutant can summon a ghost or spirit and allow it to speak through its mouth. The mutant enters a trance state once the ghost or spirit has been summoned. The séance lasts for up to several minutes, or until the mutant becomes exhausted. This process is very taxing.
*958: SYMBOL BONDAGE: This mutant’s life force is tied to a symbol, on a small demonic beetle. if the symbol is damaged, so is the mutant, and if the symbol is destroyed, the mutant will die.
Xabar
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*919: SENSE GOOD: This mutant can sense helpful, positive, constructive, and “good” intentions at a range of 3km/a couple miles. Requires a complex ritual.
*492: SOCIOPATHIC: This mutant is unable to feel empathy or sympathy for other individuals it is not already close to, or who do not benefit the mutant in some direct and concrete manner.
*370: SPRINT: This mutant may sprint at incredibly fast speeds over short distances, up to five times as fast as normal for its species (approx 45 m/s).
Bruce Thomson
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 6
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*820: FORCE FIELD: This mutant can create an invisible sphere of force. Objects that strike the field bounce off. The field lasts as long as the mutant concentrates. Around self only, 6m/20ft in diameter.
*857: INVULNERABILITY TO WEAPONS: This mutant is unharmed by all weapons except for one type - in this case, bullets.
*687: SUMMON: This mutant can psychically compel someone to come to it, as long as the mutant has met them before. They must travel on their own, however, which may take some time.
Sebastian Michal
Health: Unharmed
Stats:
STRENGTH: 6
AGILITY: 4
TOUGHNESS: 6
INTELLIGENCE: 6
PERCEPTION: 6
WILLPOWER: 6
CHARISMA: 6
Mutations:
*371: STIFF JOINTS: This mutant’s limbs and joints are stiff and hard to bend. The mutant moves in a jerky, ungraceful manner, cannot run at full speed, and has trouble with manual dexterity.
*208: AQUATIC ADAPTATION: This mutant’s body is adapted to living underwater. It has gills and any other features that would help it function aquatically. Will begin to suffocate out of water in 2 turns.
*863: MAGIC RESISTANCE: This mutant has an innate resistance to magic, which is ineffective 60% of the time. This applies to all magic used against the mutant directly, not physical effects caused by magic directed at other targets.
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Feel free to ask any questions.