Using mutants for different settings
Using mutants for different settings posted in Species, Aliens, Xenoforms & Monsters forum comment posted by cobalt_phoenix | Author |
| True, it should go into the biotech thread. But it still needs mechanics and that is where the mutation rules come into play. |
I'm more thinking that, if you want to make a human into a creature that can survive vacuum for what seems to be either days or weeks at least, you would be looking at so many alterations that it would be a whole new biochemistry. And I would definitely say that what you end up with is no longer human in any physical way, except maybe very rough body shape.
I can see mutations allowing a human to survive multiple minutes (I mean like 15 to 30), and would even push it up to an hour, but nothing beyond that while still maintain a base human genome.
| Author |
| And many mutants are new species. It is just a term used in the game for phenotypic changes that may or may not be genotypic in origin. Mutations don't have to be the result of changes in DNA, epigenetics to FX magic are possible origins. |
While I don't generally disagree with this, I would still say that mutants are still basically human at the genetic level, and are close enough at to normal base human genome. If a mutant actually was a new species, though, then it likely couldn't reproduce with another human, or even a mutant that didn't share its own mutations.
As for using FX and other methods that don't alter the DNA, that is a special case, as it is setting dependent. However, as FX is literally magic and superheroes, it doesn't operate under the rules as normally seen with mutations.
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