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====== Sidebar: Genetic Mayhem, an Optional Rule ====== The most powerful Hybrids are the ones with the most mutations. But surely the most mutated Hybrids would have a host of disorders as well as their abilities. There are two ways to represent this, both should not be used for player characters unless the gaming group is confident they can manage them. The first and simplest is to give an extra flaw to Hybrids and Lemashu every time their Depth decreases. At the Storyteller's discretion this may be tempered with a new Mutation (O – OOOO), each dot allows the player to remove one genetic Flaw. This Mutation either is Universal Affinity or goes under Vitality, Storytellers choice. The second is to allow players to take as many additional flaws as they want. The first additional flaw grants experience as usual. Extra Flaws – which must plausibly be the result of genetics – provide “genetic experience” which can only be spent on Mutations. The advantage of this system is that not all Hybrids or Strains of Lemashu are noted to be equally healthy, a fact which for simplicity's sake is not represented in the mechanics. As for what happens when a player has run out of room for Mutations but still has Genetic Experience: sadly that experience is useless, no one ever said genetic disorders were nice.
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