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Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

See also mutation (disambiguation).
"Mutant" redirects here. See also mutant (disambiguation).

Mutation was a biological change outside that of normal evolution; be it forced or effected by outside sources to bring a change which would not normally have occurred in the time frame or along a particular path.

Examples

The Daleks were created by Davros mutating the Kaled race by subjecting them (or their cells) to a mutagenic process forcing them to evolve with the added effect of radiation. (DW: The Daleks, Genesis of the Daleks) The use of nuclear and chemical-biological weapons during the war also mutated the animal life, many species of which lived in the Lake of Mutations. (DW: The Daleks)

The Refusians' invisibility was a result of a mutation caused by solar flares on their planet Refusis II. (DW: The Ark)

The spiders of Metebelis III mutated, becoming highly intelligent with great psycho-kinetic / telepathic powers as a result of mutation from the Metebelis or 'blue' crystal. (DW: Planet of the Spiders)

The Primords came into existence during an attempt to penetrate the Earth's crust when humans came into physical contact with Stahlman's Ooze mutating them into the animalistic Primords which favoured the heat like that of the location of the Stahlman's Ooze. (DW: Inferno)

Although the physical changes of the Solonians were believed by the Humans of the Earth Empire to be harmful mutations, these were actually part of the species' natural life cycle. (DW: The Mutants)

Reasons for Mutation

Some reasons for mutation are similar to that of evolution; the adaption to a situation, area or time however it is a forced and 'unnatural' change, outside that of what of would have occured during 'normal' evolution.

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This article uses material from the "Mutation" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Muppet

Up to date as of February 02, 2010
(Redirected to The Mutations article)

From Muppet Wiki

The Mutations in their first appearance

The Mutations are a trio of purple full-bodied Muppet monsters whose name is a parody of the singing group, The Temptations. They first appeared on episode 102 of The Muppet Show as Connie Stevens' back-up singers in "A Teenager in Love." In most of their subsequent appearances, the three would mostly be depicted as dancers rather than singers.

Except for their heights, which vary depending on who is performing them, the Mutations are otherwise indistinguishable from each other.

Although they were introduced as a group, they would also be featured individually in later appearances. Two Mutations, for example, appeared in "The Muppet Show Theme" starting in the second season.

Filmography


This article uses material from the "The Mutations" article on the Muppet wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Mutations and their causes article)

From The Vault

Contents

Radiation

Main article: Radiation
A ghoul from a piece of concept art. Ghouls are the result of massive radiation poisoning.

The various types of mutant creatures that inhabit the wastelands were mostly created by radiation. This is where mantises, geckos, spore plants, radscorpions, brahmin and the various mutant rodent species originated from. Radiation is also how ghouls - decrepit, ragged, almost rotting, zombie-like victims of massive radiation poisoning - are made. Many ghouls were created from vault dwellers living in Vault 12 under the city of Bakersfield (better known as the Necropolis after the War). As part of the vast Vault Experiment Program, the Vault 12 vault door was designed not to close properly. Thus those within the vault were exposed to massive amounts of radiation, the majority of which became ghouls.

Many question these facts, suggesting that radiation doesn't create giant scorpions and zombies. However, in the Fallout universe, things are different. In accordance with 1950's sci-fi physics, radiation makes things bigger and meaner, though under most circumstances, creatures, including the player, can still suffer radiation poisoning and radiation in this case is a fatal thing.

Forced Evolutionary Virus

Harry, a super mutant on duty in the Necropolis

The other source of mutations in the Fallout world is FEV: the Forced Evolutionary Virus. The super mutants, floaters, centaurs and possibly wanamingos were products of FEV infection. Harold was also mutated by FEV, even though he looks like a ghoul.

It was initially called the Pan-Immunity Virion Project and was created to fight a disease called the New Plague. However, abnormal side effects were observed in test subjects. The test animals began to grow dramatically and their brain activity increased. Seeing the potential there, the Army sent its own people to secure the project and renamed it FEV: Forced Evolutionary Virus, which would turn soldiers into abnormally strong and intelligent supermen.

The Military Base where the FEV was stored was discovered by a group of explorers including Harold and Doctor Richard Grey. Most of whom died when they encountered the automated defense systems. Soon, only Grey and Harold remained. Harold was knocked out (he never did find out how) and woke up out in the desert looking like a ghoul. Grey was knocked into a vat full of FEV by a crane and managed to crawl out. He began to mutate in horrible ways, turning into a sort of blobby kind of thing. He developed psychic powers, which were enhanced by consuming living minds to expand his own brainpower. Slowly, he started doing his own experiments with FEV.

Grey found that many of the test subjects were metamorphosing into giant, mindless brutes with the brains of a child, if they survived at all. However, a rare few test subjects yielded super mutants. Immune to disease and radiation and blessed with exceptional strength, intelligence and endurance, super mutants were superior to humans in every way. They also possessed the exceptionally long life of the mutated as well as the total sterility. Grey--who now called himself the Master--lamented the needless destruction of the war. He decided that he would have to force humanity to evolve. Those who could not evolve would die.

Creating super mutants was a very hit or miss process. The great majority of super mutants produced by the Master and later his Lieutenant in Mariposa's Vats were big, dumb brutes. Physically, there were vastly superior to humans, but they had the intelligence of children. What exactly causes some mutants to be brilliant and others to be stupid is unknown. As a rule of thumb, the cleaner the subject's DNA, the better.

Aside from super mutants, the Master also created a variety of other creatures. No one is sure where the floaters came from, but then again most would rather not know. Centaurs were created by tossing a varied mix of dogs, cats, brahmin and other animals into a vat and seeing what came out the other end.

Other Mutants

Centaurs were created by the Master

There are a few other types of mutant creatures in the wasteland that don't directly stem from FEV or radiation. These are mostly the intelligent animals and one spore plant encountered in Fallout 2. The intelligent spore plant and radscorpion in Broken Hills were another, separate experiment conducted by a scientist there. The alien creatures encountered in Fallout 2, which were a pre-war experiment conducted by the US military similar to the Enclave's intelligent deathclaw research, were all, without exception, killed by the protagonist in Fallout 2. Occasionally, other intelligent animals have appeared here and there in the Fallout games, but all have been flukes. A race of intelligent raccoons living in an colony known as the Burrows was originally intended to appear in Fallout 1, but was cut due to style issues.

Frank Horrigan, the Enclave's most powerful enforcer, was produced by a series of treatments involving a carefully modified version of the FEV, surgery, a variety of other drugs and the addition of a suit of Power Armor. He's dead, too. Lastly, there is Harold, who looks a lot like a ghoul, but actually is a different kind of mutant than the standard necrotic meta-humans. Ghouls are the result of massive radiation exposure, while Harold was mutated by brief FEV exposure without being dipped into one of the nutrient vats containing the virus. FEV's mutational results are at best unpredictable, depending on the subject's genetic quirks and amounts of exposure to the post-nuclear wasteland's ambient radioactivity, so one never can tell what the mutational result of an FEV infection will be (just look at the Master). Harold's existence was essentially a fluke, the result of a unique combination of a specific degree of exposure to the virus, a specific degree of prior radiation exposure within his own body and any number of other factors. While FEV does not produce ghoul-like mutants like Harold as reliably as it does Super Mutants when humans are infected by it, it does occasionally spit out something that looks like one.

Another important exception is Talius, the ghoul-like creature that was hiding with the Followers of the Apocalypse and who was turned into his current state by FEV exposure, much like Harold, though under different circumstances.

There are human societies that have undergone gradual mutations over several generations due to either environmental conditions like exposure to the modified airborne strain of FEv that permeates the wastelands of the Core Region, radiation exposure, or other reasons. Two examples are the Slags (mutated by genetic adaption to life underground) and the Beastlords (mutated by unique radiation).

Variants

Over the years, different people have been in charge of Fallout canon and have come up with different interpretations on this subject. Mutant creatures and where they come from is one of the most controversial topics in Fallout canon and it's very easy to annoy veteran scholars of the setting by getting things wrong or even just partially right.

First, Chris Avellone seemed to prefer the "FEV explains everything!" theory of mutation. He suggests that when the Glow was hit by the Chinese warheads, the tanks holding the virus burst and the FEV was vaporized and shot into the air. It was then mutated by the radiation from the blast, and went on to help radiation create the various mutant animals we know and love as well as ghouls. The problem with this theory is that first off it's a bit redundant since Fallout radiation is already fully capable of producing the mutations seen in the gameworld. Second, we know from the Lieutenant's mention of inoculation from mutant FEV that any airborne strain of FEV could not cause these mutations. If it did, why didn't any humans mutate from exposure to the airborne FEV? Furthermore, if radscorpions, geckoes, molerats, deathclaws and other creepie crawlies are all products of FEV, how can they breed as much as they do? Remember, FEV causes sterility. Avellone eventually admitted that he was wrong, and that most mutations in the Fallout world were caused by radiation.

Next, Chris Taylor offers a different point of view on how ghouls are made. He suggests that when people with too much radiation damage are dipped, you get ghouls. When people with mild radiation damage are dipped, you get stupid supermutants. When people with very little radiation damage are dipped, you get intelligent supermutants. This would mean Harold is a normal ghoul. However, since the population of Vault 12 was never dipped, not all ghouls could be made this way, only that FEV would speed up the process slightly.

Enclave Mutation Policy

The Enclave holds the view that any "human" who has been "exposed" to the post-nuclear world's ambient environmental radiation is a mutant and that all mutants should be destroyed. The Enclave's definition of "exposure" would seem to mean that only Enclave members and those people still residing in Vaults count as "pure" human beings.

Related Holodisks


This article uses material from the "Mutations and their causes" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Radiation Emission article)

From City of Heroes Wiki

Contents

Overview

Radiation Emission powers allow you to manipulate atomic particles and waves to protect your allies and weaken your enemies. Radiation Emission is a primary powerset for Defenders and a secondary powerset for Controllers and Corruptors.

Power Tables

Defender

The Radiation Emission powerset is available as a primary set for Defenders. The following table shows which powers are available and at what level:

Power Level Effect
Radiant Aura 1 PBAoE Heal
Radiation Infection 1 Toggle: Ranged (Targeted Area of Effect), Foe: -ACC, -Def
Accelerate Metabolism 2 PBAoE, +Dmg, +Recovery, +Speed, +Recharge, +Res Mez
Enervating Field 6 Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
Mutation 8 Ally Resurrect, Ally +Rechage, +Recovery, +Dam, +ACC
Lingering Radiation 12 Enemy targeted AoE, -Regen, -Recharge, -Speed
Choking Cloud 18 Toggle, PBAoE, Pulsing Foe Hold
Fallout 26 Ally corpse targeted, AoE extreme damage
EM Pulse 32 PBAoE Foe Hold, Self -Recovery

Corruptor / Controller

The Radiation Emission powerset is available as a secondary set for Corruptors and Controllers. The following table shows which powers are available and at what level:

Power Level Effect
Radiant Aura 1 PBAoE Heal
Radiation Infection 2 Toggle: Ranged (Targeted Area of Effect), Foe: -ACC, -Def
Accelerate Metabolism 4 PBAoE, +Dmg, +Recovery, +Speed, +Recharge, +Res Mez
Enervating Field 10 Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
Mutation 16 Ally Resurrect, Ally +Rechage, +Recovery, +Dam, +ACC
Lingering Radiation 20 Enemy targeted AoE, -Regen, -Recharge, -Speed
Choking Cloud 28 Toggle, PBAoE, Pulsing Foe Hold
Fallout 35 Ally corpse targeted, AoE extreme damage
EM Pulse 38 PBAoE Foe Hold, Self -Recovery

Powers

The following are powers in the Radiation Emission powerset.

Image:RadiationPoisoning_AccelerateMetabolism.png Accelerate Metabolism

Activating this power emits radiation that increases the running speed, attack speed, Endurance recovery, and damage potential of all nearby allies. Affected allies' metabolisms are increased so much that they become resistant to effects such as Sleep, Hold, Disorient, Immobilization and Endurance Drain.

Recharge Very Long
Minimum Level 2 (Defender)
4 (Corruptor)
4 (Controller)
Effects PBAoE, +Dmg, +Recovery, +Speed, +Recharge, +Res Mez
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Endurance Modification
Enhance Running Speed

Image:RadiationPoisoning_ChokingCloud.png Choking Cloud

While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless.

Recharge Long
Minimum Level 18 (Defender)
28 (Corruptor)
28 (Controller)
Effects Toggle, PBAoE, Pulsing Foe Hold
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Hold Duration

Image:RadiationPoisoning_EMPPulse.png EM Pulse

You can unleash a massive pulse of electromagnetic energy. The EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will drain the Endurance and HP Regeneration of all affected targets and leave them incapacitated and Held for a long while. Additionally, most machines and robots will take moderately high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while.

Recharge Very Long
Minimum Level 32 (Defender)
38 (Corruptor)
38 (Controller)
Effects PBAoE Foe Hold, Self -Recovery
Enhancements Enhance Accuracy
Increase Attack Rate
Reduce Endurance Cost
Enhance Hold Duration
Enhance Endurance Modification

Image:RadiationPoisoning_EnervatingField.png Enervating Field

While this power is active, you irradiate a targeted foe, and all foes nearby, with a deadly dose of radiation. This radiation weakens exposed targets, decreasing the damage of their attacks. It also significantly weakens their resistance, so they will take much more damage from other attacks.

Recharge Moderate
Minimum Level 6 (Defender)
10 (Corruptor)
10 (Controller)
Effects Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Range

Image:RadiationPoisoning_Fallout.png Fallout

After an ally falls in battle, you can activate this power to extract the energy from their body to deal a massive amount of Energy damage to any nearby foes. All affected foes are extremely weakened by the Fallout, and their Accuracy, Defense, Damage and Damage resistance is severely reduced.

Damage Extreme
Recharge Very Long
Minimum Level 26 (Defender)
35 (Corruptor)
35 (Controller)
Effects Ally corpse targeted, AoE extreme damage
Enhancements Enhance Accuracy
Increase Attack Rate
Reduce Endurance Cost
Enhance Damage
Enhance Range
Enhance Defense Debuff
Enhance ToHit Debuff

Image:RadiationPoisoning_LingeringRadiation.png Lingering Radiation

You can emit Lingering Radiation that reduces the attack rate, movement speed, and Regeneration rate of the target, and all nearby foes.

Recharge Slow
Minimum Level 12 (Defender)
20 (Corruptor)
20 (Controller)
Effects Enemy targeted AoE, -Regen, -Recharge, -Speed
Enhancements Enhance Accuracy
Increase Attack Rate
Reduce Endurance Cost
Enhance Slow
Enhance Range

Image:RadiationPoisoning_Mutation.png Mutation

Using a concentrated burst of radiation, you can revive a fallen ally and Mutate him into a killing machine. The Mutated target has increased damage, Accuracy, Endurance recovery, and attack speed and is protected from XP Debt for 90 seconds. The entire experience is very taxing on your ally, and he will soon be severely weakened. All effects of the Mutation will eventually wear off.

Recharge Very Long
Minimum Level 8 (Defender)
16 (Corruptor)
16 (Controller)
Effects Ally Resurrect, Ally +Recharge, +Recovery, +Dam, +ACC
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Range
Enhance Endurance Modification
Set Categories None

Image:RadiationPoisoning_RadiationEmission.png Radiant Aura

You can use Radiant Aura to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected.

Recharge Moderate
Minimum Level 1 (Defender)
1 (Corruptor)
1 (Controller)
Effects PBAoE Heal
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Running Speed
Enhance Endurance Modification

Image:RadiationPoisoning_RadiationInfection.png Radiation Infection

Infects a targeted foe with deadly radiation, severely reducing his Accuracy and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated.

Recharge Moderate
Minimum Level 1 (Defender)
2 (Corruptor)
2 (Controller)
Effects Toggle: Ranged (Targeted Area of Effect), Foe: -ACC, -Def
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Defense Debuff
Enhance ToHit Debuff
Enhance Range

External Links

  • Radiation Emission for Corruptors at RedTomax.com
  • Radiation Emission for Defenders at RedTomax.com
  • Radiation Emission for Controllers at RedTomax.com

This article uses material from the "Radiation Emission" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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